












3^ !^^^M: ^oV' 








On the Green Trail 



CAMP AND OUTING 
ACTIVITIES 



BY 
F. H. ^HELEY 

Author of "Told by the Camp Fire" 

G. Cornelius Baker 

Author of "Indoor Games and Socials for Boys' 



New York: 124 East 28th Street 

London: 47 Paternoster Row, E.G. 

1915 



c,"^^ 






Copyright, iqis, by 

The International Committee of Young Men's 

Christian Associations 



^. 



JUL -6 19(5 



©a. 



4406598 



INTRODUCTION 

Play forms a very large part in the social adjustment 
of boyhood. Play teaches a boy loyalty, team work, co- 
operation, the philosophy of sacrifice, humility, respect 
for the rights of others, promptness, self-mastery, subor- 
dination to leadership, courage, and many other virtues 
necessary to make him a useful and worthy member of 
society. Lessons learned on the campus prepare for the 
seriousness of the greater game of life itself; therefore 
the play life of a camp is most important and should be 
carefully directed. 

Every camp director and leader is confronted with the 
task of keeping the life of the camp free from monotony 
and "grouchiness." This book is calculated to make the 
task lighter. It is crammed with suggestions so that no 
two days of the camping season ne»d be alike. "Some- 
thing doing" all the time is the best testimony a boy 
can give of a camp. He may only see the fun side of 
the doing, but the leader must always see the character- 
building value in every activity if th» camp is to be a 
vital factor in making manhood. 

Misdirected energy results in a misspent summer, and 
a weakened character. Harnessed energy brings joy of 
achievement, cooperation, opportunity, and a happy vaca- 
tion. A boys' camp is no longer looked upon as a loaf- 
ers' paradise or a school for rough-house. It is now 
regarded as an educational agency where, under the in- 

V 



vi INTRODUCTION 

spiration of the greatest of teachers, nature, boys may 
learn the great lessons of life and its relationships. 

This book may be heartily recommended for its practi- 
cability, its logical arrangement of games and activities 
and its freedom from everything that would suggest un- 
necessary danger. 

H. W. Gibson, 
Boys' Work Secretary, Young Men's 
Christian Association, Mass. and R. I. 
June I, 1915. 



CONTENTS 

CHAPTER PAGE 

Preface ix 

I. Games and Activities Around the Camp 

Fire i 

II. Games for the Campus 33 

III. General Camp and Outing Games . . 75 

IV. Stormy-day Activities 102 

V. Quiet Games 132 

VI. Aquatic Events i43 

VII. Songs for the Camp I55 

VIII. Suggestive Events and Ideas .... 187 

IX. Pageants and Plays 225 

X. Honor Systems, Awards, and Clues . . 258 

XI. Nature Education 302 

XII. Bible Study and Religious Activities . 338 



PREFACE 

It has not been our aim to prepare a book on Camp 
technique, but rather to bring together from many 
sources all available material dealing entirely with activi- 
ties that have a positive all-round character developing 
value. 

The authors wish to make grateful acknowledgment 
to the many workers among boys who have contributed 
to this volume by word, paragraph, or suggestion. It 
would have been impossible to have done all the work 
necessary in preparing this volume if it had not been 
for the friendly and willing assistance given us. 

Special acknowledgment is gladly made for the use of 
quotations from the following publications: Dan C. 
Beard's "The Outdoor Handy Book" and "The Boy Pio- 
neers," Charles Scribner's Sons; Official . Handbook of 
The Boy Scouts of America; Jessie H. Bancroft's 
"Games for the Playground and Gymnasium," Macmillan 
& Co.; A. M. Chesley's "Social Activities for Men and 
Boys," Association Press; Champlin's "Encyclopedia of 
Games and Sports," Henry Holt & Co. ; "Outdoor Games," 
A. G. Spalding; Sir Baden Powell's "Scouting Games," 
A. Pearson & Co. ; Ernest Seton Thompson's "The Birch- 
bark Roll of the Woodcraft Indians" and article from 
Country Life in America, Doubleday, Page & Co. ; Report 
of the National Museum; Emmett D. Angell's "Play," 
Little, Brown & Co.; Mind and Body; and The Scout. 

F. H. C. 

G. C. B. 
June I, 1915. 



After supper we got started 
On a featur uv the camp 
That desarves tew hev its rankin' 

With the boat-ride an' the tramp; 
Thet wuz when we got the Camp Fire 

Fer tew burnin' warm an' light, 
An' hatched up impromptoo progrums 
Fer tew make the evenin's bright. 
Singin', speakin', tellin' stories, 

Spinnin' yarns, an' stories read 
Out uv books, made time fly swiftly, 
Till 'twuz time tew git tew bed. 
Thun we'd finish up our evenin' 

By a gratitudeful prayer, 
Givin' up our souls an' bodies 
Tew a lovin' Father's care. 
Ah ! them days wuz days uv blessin' ! 
After hours uv climbs an' walks, 
Comin' back around the Camp Fire 
Fer the restful songs an' talks. 
An' fin'ly, the peaceful sleepin'. 

Free from shut-in walls an' floors, 
On our pine-bough-springy ground-beds 
In God's healthful out-uv-doors ! 

W. M. VORIES, 

Reuben Strazvstack's Diary, Camp Tecumseh. 



CAMP AND OUTING 
ACTIVITIES 



CHAPTER I 

GAMES AND ACTIVITIES AROUND THE 
CAMP FIRE 

The merry camp fire, brightly glowing on "Mother 
Nature's Hearth," has always been the school of a boy's 
imagination. Perhaps it is because it speaks to the long 
ago in his make-up, or perhaps because his sturdy fore- 
fathers loved its hour of fellowship after strenuous days 
of work. At any rate, undoubtedly it is the real gate- 
way to the inner heart of almost every healthy boy. 

When the fire roars and crackles, then the fellows 
dance about it and yell the wild yells of the Indian, as 
they add log after log to the blaze until the pile is ex- 
hausted. Then when the flames die down and nothing 
remains but the heap of brightly glowing embers, they 
crowd close together, slip their arms about one anoth- 
er's shoulders, and sit and look into its mysterious ever- 
changing light, fascinated. 

"In chariots of flame drawn by tiny spark steeds," or 
in swiftly curling wreaths of smoke, their thoughts are 
carried off into strange riots of fancy until every burn- 

I 



2 CAMP AND OUTING ACTIVITIES 

ing stump and dying ember is alive with sprightly imps 
and goblins. It has ever been the story hour, since the 
world began ; the abiding place of fellowship and brother- 
hood. Campers, grown old, looking backward remem- 
ber with remarkable distinctness even parts of camp fire 
conversation, and who shall ever undertake to estimate 
the number of changed lives that are at least an indirect 
result of the evening talks and fun about the camp fire? 

In the Boys' Camp it is a well-established institution, 
and the events hereinafter stated are merely suggestions 
to help the Camp Leader, as he endeavors to keep the 
programs fresh and new and different) adding now and 
then a bit of originality or local color. 

See that the fire is not too large, and conduct your 
evening after the manner of an Indian council, having 
two circles, the inner one for campers having won their 
emblems, the outer one for untried braves. Have a dif- 
ferent committee in charge of your program each week, 
in order to insure interest and variety. Be very sure 
the program has been prepared, and that it is not so long 
that everybody is completely tired out before the end. 

Every camp fire gathering should be closed with some 
simple devotion, if it is only all standing, forming a 
rough circle with arms on one another's shoulders and 
repeating a brief prayer of thanksgiving for the day. 



STUNTS 

Auction (i) 

Announce to the boys that on a certain night there will 
be an auction sale and the currency used will be black- 
berries, strawberries, blueberries, or any fruit that hap- 



GAMES AROUND THE CAMP FIRE 3 

pens to be quite plentiful around camp. Each boy is to 
furnish something wrapped up in paper, to be auctioned 
off. 

On the appointed day have the boys go out and pick 
as many berries as they can, for currency. Select some 
one with a glib tongue and ready wit as auctioneer, to 
auction the articles off in the usual way, the boys bidding 
a certain number of berries for the articles. 

This will afford much fun for the boys. The berries 
can be used for pies the next day, when all can enjoy 
the "cooked money" together. 

Auction (2) 

A very lively evening may be had about a camp fire 
by picking up a great lot of trinkets about the camp, 
wrapping each one in paper so as to conceal its identity 
and shape, and tagging it with a misleading title. Then 
issue to each camper common beans or grains of corn, to 
be used as money. The auctioneer puts up the package 
and reads the tag — "A Diamond Pin" (a ten-cent piece 
and a large safety pin). "A Bunch of Dates" (an old 
calendar). "A Pair of Kids" (two kid curlers). "A 
Rubber-tired Perambulator" (a wornout sneaker). "A 
Gift Meet for a King" (a wienerwurst). "An Easy 
Slipper" (a banana peeling). "A Pair of Bats" (two 
brick bats or two tiny whittled baseball bats). The bid- 
ding begins and finally the package is sold to the highest 
bidder. But before he opens the package he must guess 
what is in it. If he guesses he will not have to pay, but 
if he fails he must pay. The game is to see who can 
buy the most packages and still have the most money 
left. It creates a great deal of excitement and many a 
good laugh. 



CAMP AND OUTING ACTIVITIES 



Paper Balloons 

A friendly battle that is no end of fun may be had in 
camp at a very little expense. Divide the camp into 
two equal sides, each with a chosen leader. Inflate and 
release at the same instant two hot-air balloons, one to 
represent each side, and allow the opponents to throw 
any sort of a given missile at the rising balloons. A lake 
shore, or the bank of a river, is the best place for the 
fight. The balloon that rises out of reach first in spite 
of its holes and tears, wins the fight. 

This is very exciting, as the action of the balloons is 
very uncertain. To make the stunt a real success the 
balloons should be very full of warm air before being 
released, and an umpire should be appointed to give the 
signal to "Fire." The balloons should be given a chance 
to get a good start. Cat-tail heads, pine cones, green 
walnuts, green apples, and the like, make good ammuni- 
tion. Limit the number of missiles each camper may 
throw. 

A Camp Fire Band 

The leader announces that he will give each camper 
the name of a band instrument and that upon a given 
signal each is to imitate to the best of his ability the 
instrument given him, the camper making the best repre- 
sentation to be chosen leader for the second selection. 
He then whispers to all campers but two to keep still, 
and one of these he names a bass drum and the other a 
piccolo. He then announces the name of the song to be 
"rendered" and signals to start. The effect is very comi- 
cal and causes a merry laugh. 



GAMES AROUND THE CAMP FIRE 5 

Burning a Dummy 

In some camps, one evening each season is turned over 
to a very interesting ceremony. A week previous to the 




The Burning of Grouch 



occasion a committee is appointed to discover, if they 
can, just what is the worst spirit in the camp, such as 
Selfishness, Grouchiness, Crabbedness, Carelessness, or 



6 CAMP AND OUTING ACTIVITIES 

some such concrete fault. The committee reports, and a 
dummy is carefully built to represent this fault. 

Every camper is enlisted to gather wood for the huge 
fire that is to be built. A case is made out against the 
offender, a jury sworn in, lawyers and a judge chosen, 
and on the fateful night the dummy is tried for his 
crimes and, after due consideration, is condemned to be 
burned at the stake. The fuel should be well oiled and 
the dummy should be loaded with fireworks if possible. 
It is desirable to place the form on a high pole above 
the fire and lead the fire up to the dummy by means of an 
oiled rope. 

This stunt can be made very impressive and can be 
used to bring home many helpful lessons. One boy 
writes : "The burning of 'Doc. Grouch' cured me all right. 
I never thought how mean ^ grouch was before. I pever 
see one now that I don't think of that night and the 
crowd yelling — 'Down with the Grouch !' I try to never 
be grouchy any more." 

Another boy said, "I was always a 'crabber' until that 
night. No more for me ! It's the 'crabber' that spoils 
everything. I used to be awfully unpopular with the 
gang, but I'm not now, 'cause I've quit crabbing. Say, 
that old dummy sure did look 'crabbie' that night, with 
the flames roaring up around him. But it served him 
right.'^ 

A Barnyard Convention 

The entire company sit in a great circle about the 
camp fire. The leader then announces that they are go- 
ing to have a barnyard convention and that he will whis- 
per to each camper the animal or bird that he is to repre- 
sent at the convention. This done, the leader calls in a 



GAMES AROUND THE CAMP FIRE 7 

\;ud voice, "This convention is now open!" Every 
camper is to rise up and mimic the animal or bird that 
has been given him. But the leader, in making his round, 
tells every camper but one to sit perfectly still and not 
make a sound. To this one he whispers "You are a don- 
key." When all is ready, he calls in a loud voice, "This 
convention is now open !" whereupon this one lonely 
camper promptly jumps to his feet and brays as loudly as 
he can. The effect is marvelous. If you have a camp 
fire program that lacks life, try this stunt impromptu. It 
works like a charm. 

Deeds of Bravery 

A really helpful camp fire stunt is to set an evening 
when every camper will briefly tell of the bravest deed 
he ever saw, read about, or heard of. Many very inter- 
esting stories will be told, and a helpful discussion may 
be had at the close as to the real difference between 
bravery and courage. * . 

Digging Up and Burying the Camp Ghost 

The camp director, unknown to others, puts a skeleton 
of some animal in a box and buries it at the camp fire_ 
place. When the boys are gathered at the camp fire it 
is announced that the camp ghost is to be dug up. Two 
or three of the older fellows are called upon to help, and 
with shovel and pickaxe they uncover the box. Then 
pallbearers are selected and the cofiin is carefully lifted 
out and an American flag put over it. Then the campers 
in single file, march, with the bugle playing a dead 
march, to the recreation tent, where the cofifin is placed 
on a table and a short address made by the camp direc- 
tor, winding up with a call for volunteers to watch the 



8 CAMP AND OUTING ACTIVITIES 

ghost during the night. Two boys watch at a time. The 
length of the watches depends upon the number of boys. 
Have the ghost a little way distant from the camp so 
that the watchers will not disturb the rest of the camp, 
and so that the boys can sleep until their turn comes 
when they are awakened by the retiring watch. 

During the day the ghost is left unwatched, but when 
it comes time for the camp fire the campers are made to 
put on their pajamas and again march in single file, to 
a dead march played on a bugle very slowly and sol- 
emnly to the place where the ghost is, and it is then 
carried to the camp fire where all is in readiness to bury 
it. When all are seated in a circle about the fire the 
director makes a speech on the camp ghost, substituting 
the word spirit for ghost, and making it a talk on the 
camp spirit. Then when the talk is finished the dirt is 
put on the coffin and the camp ghost is buried. The 
bodily remains of the ghost lie in the ground, but his 
spirit will be in the hearts and lives of every boy while 
he is at camp. 

Graduation in Pumpkin Center School 

Have about ten scholars, all attired (half of them as 
girls) for the occasion. Have one give the valedictory 
address (a choice collection of big words without saying 
much). Another, the class essay (a very small boy's 
description of a day in camp). Another, the class proph- 
ecy (a look into the future successes of the various 
campers; a good time to "rub it in" in a helpful way). 
Another to sing a solo or two (choice camp songs). An- 
other, the class history (recalling some of the funny 
camp experiences of years before). Another, the camp 
poet (using many original jingles or limericks on camp- 



GAMES AROUND THE CAMP FIRE 9 

ers or camp events). Have the whole presided over by a 
typical schoolmaster, dressed in a bathing suit, sneakers, 
and a silk hat. This stunt may be elaborated or adapted 
to meet any occasion. Especially good for a visitors' day 
camp fire. 

Indian Battle 

Half of the tents are Indians, half are Whites. The 
Indians "make up," some as squaws. After they are all 
bedecked in paints, blankets, and feathers, they go to 
various points at the outskirts of the campus, while the 
whites are assembling about the camp fire. At a signal, 
when all is peaceful and the whites are reposing about 
the fire (village) the Indians swoop down on them. 
After a "sham battle" they effect the capture. The scene 
is very picturesque. After the combat is over, Indians 
and whites gather around the ca!mp fire and listen to In- 
dian legends and stories of Indian life. 

"Jack's Alive!" 

Having built a bonfire, all the boys squat around it like 
so many Indians about their camp fire. A cork on the 
end of a stick is thrust into the blaze. Then by using 
the stick for a handle one of the boys withdraws the 
cork and, blowing out the flame but leaving the red glow- 
ing end of the cork, exclaims "Jack's alive!" and passes 
it to the next boy to the right. This boy blows the cork 
to see that the end still glows and repeats the words, 
"Jack's alive !" as he hands it to his companion at his 
right. 

As the hot end becomes duller the boys pass it with 
greater haste, each repeating, "Jack's alive," until the 
time arrives when no amount of blowing will bring to 



10 CAMP ANt) OUTING ACTIVITIES 

life the dead embers on the cork. Then "J^ck is dead," 
and the boy holding the dead Jack must submit to having 
the score marked on his face. One black mark only can 
be made for one dead Jack. The first mark may be on 
one side of the player's upper lip representing one-half 
of a mustache. 

The cork is than again placed in the fire while the boys 
sit around and wait for Jack to come to life again. 
Then the cork is again passed around with the same re- 
marks, until Jack again expires and another lad is deco- 
rated with the half of a mustache or a big black eye- 
brow or a round blarck dot on his cheek. 

When Jack shows a ruddy red light he is passed along 
carelessly, but as his light pales it is laughable to see 
with what haste the boys shout ''Jack's alive !" and pass 
the dying ember on to the next player. 

— D. G. Beard, "The Outdoor Handy Book." 

The ifeast Camp Fire 

The last camp fire may be made the very best one of 
the season if planned for a little in advance. Let every 
camper tell what the camp has meant to his life. Let 
the leaders say a helpful word. Mix in a review of the 
favorite songs and yells, and award the last emblems 
and honors, or medals, for the season. Close the evening 
with a devotional period of thanksgiving and some good 
refreshments. 

A Mock Trial 

With a little originality there is hardly a camp fire 
stunt that can be made to equal a live mock trial in real 
"side splitters." It may be held on the spur of the mo- 
ment and be entirely impromptu, or it may be carefully 



GAMES AROUND THE CAMP FIRE ii 

worked out a few days ahead. It is always well to have 
the defendant one O'f the really popular campers, and the 
charge against him should have very special local sig- 
nificance. For instance, try your best swimmers for 
"Going in without a proper bathing suit." Try a quiet, 
thoughtful fellow for "Creating a disturbance in the 
night," and try a very bashful camper for "Visiting the 
girls in the village or across the lake." Try a boy who 
is awkward and clumsy for "P»rofessionalism in ath- 
letics," and so forth. The judge should be your camp 
"wit" and the jury made up of fellows who are sharp 
witted and full of fun. Don't let it drag. Often it can 
be made more interesting by involving all the camp offi- 
cials and by allowing the defendant's wife (a weeping, 
heartbroken female) to have a prominent seat. A great 
deal of rivalry can be aroused in securing and working 
up the best evidence through witnesses. 

The lawyer for the plaintiff opens the case before the 
jury, followed by the lawyer for the defense; then in- 
troduce as many witnesses as desired, followed by allow- 
ing the prisoner to speak for himself. Then let the case 
go to the jury and the sentence be pronounced without 
delay. Lots of fun may be had by making the sentence a 
command to "jump in, clothes on," or tell a story, or go 
through the spattering machine. 

Camp Minstrel Shows 

Secure a copy of the latest Madison Budget* It is 
worth the expense in new and original material, and be- 
ing new the boys will enter into the work heartily. 

A splendid opening chorus can be arranged by making 
parodies on a few of the best known melodies that most 
♦Crest Trading Co., 144 W. 57tb St., New Y«rk City 



12 CAMP AND OUTING ACTIVITIES 

boys know, making each song a take-off on some camper 
or camp event. It is much easier to get boys to learn 
songs that have a personal "rub" in them than the ordi- 
nary kind; such songs are harmless and better than the 
modern ragtime. 

The Budget will give many short monologues and 
sketches that will add and make variety. The costumes 
can be made up of material at hand. A box of burnt 
cork should be in every camp for camp fire stunts in 
general; it will be found very useful. 

Arrange the stage with a grove or shrubbery for back- 
ground and light it with lanterns, in front of which a 
slanting board should be driven to serve as reflector. 
Japanese lanterns hung about in the trees help a great 
deal. Then a large camp fire some little way from the 
stage adds the last touch. Many jokes of camp life can 
be worked up with very little effort that will cause untold 
merriment among the campers. Close the performance 
by suddenly unfurling a big American flag from some 
hidden limb, sing "America," all standing, followed by 
the camp yells. 

A Ghost Minstrel 

Use no lights. Have the stage dark and all the clowns 
with sheets thrown over them. Have some noiseless 
dances and a number of pantomimes. Wind up the act 
by having the clowns sing "John Brown's Body," leaving 
off a word each time it is repeated, and likewise one 
ghost disappearing with the left off word. If done with 
snap, it is an excellent stunt. When nearly all the ghosts 
have left the stage have the rest suddenly take off their 
sheets and uncover a great juicy pie and enjoy it with 
much silent laughter. 



GAMES AROUND THE CAMP FIRE 



13 




Minstrel Show at Camp Iola 

Pat and Rub 

Divide the campers into two squads by numbering 
around the circle, one, two, one, two. Have the "ones" 
stand in a circle, put one hand on their heads and the 



14 CAMP AND OUTING ACTIVITIES 

other on their stomachs, then at a signal from the leader 
all are to pat their heads and rub their stomachs while 
he counts twenty, when they are to reverse and pat their 
stomachs and rub their heads. Count is kept of the num- 
ber that succeed in doing the trick, and then the "twos" 
stand up and go through the same performance. The 
side having the larger number of boys who accomplish 
the trick is declared winner, and prescribe a stunt that 
the losers must do for the enjoyment of the entire crowd. 

Pole Boxing 

Choose a spot near the camp fire where the grass is 
soft. Then lash a stout green sapling, about four inches 
in diameter, which has previously been padded with an 
old blanket, to a larger tree just high enough from the 
ground so the contestants cannot touch the ground when 
straddling the sapling. The other end of the sapling 
may be held up with a crotch, or may be suspended by 
means of a rope from a nearby limb. At any rate, be 
certain it is solid. 

Give each contestant one boxing glove and allow both 
to mount the sapling, holding on with the ungloved hand. 
Each time a contestant loses his balance so that he must 
use his gloved hand to keep him from falling, is counted 
a round. 

Each contestant might represent some school or col- 
lege. 

Pillow Fights 

This is a splendid substitute for the old and more com- 
mon blanket toss, and has all of its fun and none of its 
dangers. 

Suspend a smooth, peeled pole six inches in diameter 



GAMES AROUND THE CAMP FIRE 



15 



and free from sharp places, at least four feet above the 
ground, in a perfectly rigid position and so arranged that 
the pole cannot turn ; suspend over sand or sod if pos- 
sible. 

Each contestant is given a feather pillow in a stout 



--♦ 


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^ 


1 ::;■ 




» l^^S r -%^iB^ ^VHkJi ~ ' ''*^mI ^l^'l 



Pillow Fight 



case, straddles the pole, and the fight is on. As soon as 
one boy drops his pillow or falls off, it is counted an 
out. Fight for best two out of three. It is great fun 
to run right through the camp — eliminate to a final win- 
ner each week. There will be great competition to hold 
the leather medal and be the Pillow King. 



i6 CAMP AND OUTING ACTIVITIES 

A Surgical Operation 

The patient, suffering untold misery, is brought in on 
a stretcher and a doctor called. After a careful examina- 
tion Doctor No. I diagnoses the trouble as appendi- 
citis and declares that all that can save the man is a 
speedy operation, but as he has come without his instru- 
ments he hurries back to get them. But in his absence 
the sick man's friends question among themselves if 
Doctor No. I knows what he is talking about. Finally 
they decide to call another doctor and have another 
examination. Doctor No. 2 comes, and after smelling 
the patient's feet, feeling his head, and insisting on count- 
ing the patient's ribs, he declares the trouble to be cancer. 

About this time Doctor No. i returns, bringing his 
tools in a great box, or basket — a hammer, saw, ax, 
shovel, etc., etc., and prepares to go to work, when he 
sees Doctor No. 2. There follows a lively argument; 
Doctor No. I declares it is appendicitis, but Doctor No. 
2 begs his pardon and says, "My dear doctor, it's not 
appendicitis, but a cancer." At this point the patient 
rises and orders Doctor No. i to commence the opera- 
tion, which he does with all haste, using all his tools, 
much to the discomfort of the patient. When the in- 
cision is made he brings out all sorts of astonishing 
things, holding each one up for view — a loaf of bread, a 
string of wieners, a half dozen roasting ears, a head 
of cabbage, a small ham, and a long piece of rope. Satis- 
fied with his work, he sews up the sick man and assures 
him he will soon be better. But he gets worse, and 
Doctor No. 2 is sent for. He again makes an opening 
and after fishing around a long while draws out a shin- 
ing tin can and holds it up to view, crying, "You see, 



GAMES AROUND THE CAMP FIRE 17 

sir, it was a can — sir!" The sick man is so surprised 
that he jumps from the stretcher and walks away. 

Story Telling Contest 

It is surprising the great variety and number of new 
stories about Mike and Pat and Oley and Ikey that can 
be told by a group of boys about the camp fire. Give 
some reward for the best story told and keep a careful 
watch for anything that is off color. A whole evening 
may be spent in this way with many laughs. Every camp 
has a natural story teller and he should be encouraged 
to lead off. One story reminds someone of another, and 
so on. This is a splendid time for the leaders to relate 
helpful anecdotes with obvious points. 

In one camp they start Mike and Pat in Dublin, bring 
them across the ocean, and then start them across the 
country by telling stories of their adventures. Start 
Oley and Pete in Minnesota, Ikey and Jakey in New 
York, and Rastus in New Orleans. These make very 
jolly evenings. 

Camp Fire Tag 

To liven things up there is nothing like it. 3uild a 
big fire, then choose the man that is to be It. Upon a 
given signal the game begins, and he who is It must step 
on the head of the shadow of some other camper, where- 
upon the one "stepped on" becomes It. It can easily 
be seen that if the campers run directly away from the 
fire far enough their shadows disappear and they are safe 
until they again get in range of the light. It is a strenu- 
ous game, and should not be indulged in for too long 
a period. 



i8 CAMP AND OUTING ACTIVITIES 

Camp Take-offs 

The most popular stunts of all for a camp fire are no 
doubt "take-offs" on various phases of the camp life, 
and on special events, incidents, or happenings. Every 
camp has its fellow that is always "getting in wrong," 
or a "loquacious encyclopedia," or a "sleepy lazy boy," 
or a "heavy eater," or a "dude," a "grouch," and so 
on. All of these offer material for take-offs that are 
lots of fun and incidentally teach some lessons. It does 
us all good sometimes "to see ourselves as others see 
us." The following may give some suggestions: 

I. Have a number of boys come in one at a time, each 
one representing a week at camp. For instance — 

First Week: A boy all dressed in nice clean camp 
clothes, a suitcase in one hand, a fishing pole, tennis 
racket, etc., in the other. He comes in very eager and 
enthusiastic. 

Second Week: A boy in gymnasium shirt and khaki 
trousers, very busy swatting a cloud of mosquitoes that 
have been attracted by his fresh, pink skin. Let him 
rub on salves and ointments, and release numerous 
"stout" perfumes from various bottles in his efforts to 
secure peace. 

Third Week: A fellow that moves with great pain and 
that evidently has a grouch. His neck is stiff and his 
shoulders are all sunburned. Perhaps, a friend might 
enter and slap him good naturedly on his shoulders and 
then wonders why "Sonnie" loses his temper. 

Fourth Week: A real homesick boy. 

Fifth Week: A brown healthy lad, fairly running 
over with life and good spirits. 

Sixth Week: Going home; clothes all too small, an 



GAMES AROUND THE CAMP FIRE 19 

armful of things that wouldn't go in the trunk under 
each arm, and so forth. 

2. Take-off on the arrival of the daily mail. 

3. Take-off the camp store, its clerks, customers, and 
stock of goods. 

4. Take-off the morning setting up drill, closing with 
a little tumbling of some sort. 

5. Take-off the chef serving up a meal, using as many 
of his mannerisms as possible. 

6. Have a mock nature study class. Take-off the learned 
teacher and have each camper bring in a specimen he 
has found. Have the teacher examine it carefully and 
then explain to the pupil what his specimen really is, — 
such as a turtle in a box (a Norwegian bedbug). A 
pair of cat-tails (pussy willows). A sweet iris (an 
American flag). A garter snake (a sea serpent). A 
cabbage (a prehistoric head), and so forth. This stunt 
is great fun if carefully worked up. 

7. Take-off the camp doctor, by having campers come 
in with all sorts of ills and pains, each case to be care- 
fully diagnosed by the doctor and then prescribed for. 
Let him prescribe a large dose of castor oil for a sore 
toe, a hot bandage on the head for stomach-ache, ice 
packs on the feet for sun burn, nasty pills for sore eyes, 
a bitter gargle for a sprained ankle, and so forth. It 
will make one continuous roar of laughter. 

8. Almost every camp has a friendly initiation for 
all newcomers. This initiation makes a good take-off. 
In one camp it takes this form: As soon as a new fel- 
lows arrives all the old campers make it a point to ask 
many questions about the "Doodle-bug," until the new 
camper is led to ask about it himself. Someone promptly 
volunteers to call up a doodle-bug for him. He is led 



20 CAMP AND OUTING ACTIVITIES 

off to a doodle-bug's home and persuaded to bend over 
to more closely observe the tiny hole, while the boys 
call "Doodle-bug! Doodle-bug!" in the sweetest voices 
they can muster. When the observer is completely en- 
grossed, all the other campers quickly rise and slap the 
newcomer on his tightly stretched trousers. Some 
campers can be led into the little game a half dozen 
times before they catch on. It makes a splendid take-off. 

Scouts' War Dance 

Scouts form up in one line with leader in front, each 
holding his staff in the right hand, and resting his left 
on the next man's shoulder. 

Leader sings the Eengonyama song. Scouts sing 
chorus, and advance to their front a few steps at a 
time, stamping in unison on the long notes. 

At the second time of singing, they step backward. 

At the third, they turn to the left, still holding each 
other's shoulders, and move round in a large circle, re- 
peating the chorus until they have completed the circle. 

They then form into a wide circle, and one steps into 
the center and carries out a war dance, representing how 
he tracked and fought with one of his enemies. He 
goes through the whole fight in dumb show, until he 
finally kills his foe; the scouts meantime still singing 
the Eengonyama chorus and dancing on their own 
ground. As soon as he finishes the fight, the leader 
starts the "Be Prepared" chorus, which they repeat 
three times in honor of the scout who has just danced. 

Then they recommence the Eengonyama chorus, and 
another scout steps into the ring, and describes in dumb 
show how he stalked and killed a wild buffalo. While 
he does the creeping up and stalking the animal, the 



GAMES AROUND THE CAMP FIRE 21 

scouts all crouch and sing their chorus very softly, and 
as he gets more into the light with the beast, they simul- 
taneously spring up and dance and shout the chorus 
loudly. When he has slain the beast, the leader again 
gives the "Be Prepared" chorus in his honor and it is 
repeated three times, the scouts banging their staffs on 
the ground at the same time as they stamp "Bom ! Bom !" 

At the end of the third repetition, "Bom ! Bom !" is 
repeated the second time. 

The circle then close together turn to the left again, 
grasping shoulders with the left hand, and move off, 
singing the Eengonyama. 

— "Scouting for Boys.'' 



EDUCATIONAL CAMP FIRE FEATURES 

First Aid Talks 

Use the demonstration method. It interests the boys 
and they enjoy seeing actually how it is done. It is 
a splendid idea to alternate a first aid talk with a health 
talk. Here again a reflectoscope or stereopticon is al- 
most indispensable. There are many very excellent illus- 
trations for such talks to be found in the "Boy Scout 
Manual." 

The best book for a simple course is "The American 
National Red Cross First Aid Text Book," abridged edi- 
tion. 

The work should give some information on — 

1. Body structure and functions. 

2. Bandages, splints, stimulants, and emetics. 

3. Common accidents — how to care for them and to 

prevent them. 



22 CAMP AND OUTING ACTIVITIES 

4. Common emergencies. 

5. Camp diseases and their care. 

6. Injuries from indoor and outdoor sports. 

7. Care and transportation of wounded. 

Health Talks 

The camp affords a rare opportunity to give a group 
of growing boys suggestions as to their living. These 
health talks should be given at the camp fire by either 
the physical director or the camp doctor, — should be 
brief, to the point, and constructive, with a very prac- 
tical application to camp life. 

Some suggested topics are: — 

1. Eating — (Food: its digestion and assimilation; 

how to eat, what to eat, and when to eat.) 

2. Sleeping — (How we grow; when to sleep, where 

to sleep, and how much to sleep.) 

3. Exercise — (Its value and effects in development.) 

4. Teeth — (Care of teeth and effects of careless- 

ness.) 

5. Ears, eyes, and nose — (Dangers of carelessness.) 

6. Posture — (Its relation to health and character.) 

7. Sex Hygiene — (Positive information, based on 

Hall's book "Youth into Manhood.") 
If the camp is fortunate enough to possess a stereopti- 
con or a reflectoscope, these talks can be made doubly 
effective. Often a microscope and a small selection of 
slides can be used to great advantage to develop health- 
ful living. 

Indian Folklore 

Fortunately there are a number of excellent volumes 
of Indian Folklore that may be secured at any good 



GAMES AROUND THE CAMP FIRE 23 

public library. Every good camper should know the 
Indian, not as he has been painted in the past by preju- 
diced historians, but as he was before the white man 
corrupted and abnormally developed his baser nature. 

He is almost an ideal in many ways, and there is no 
better way to bring this ideal to a boy than by relating the 
traditions and folklore of the Indian. 

Some of the best books for this purpose are: 

"Rolf in the Woods," Ernest Thompson Seton. 

"Myths and Legends of California and the Old South- 
west," Katharine B. Judson. 

"Myths and Legends of the Pacific Northwest," Kath- 
arine B. Judson. 

"Algonquin Legends of New England," C. G. Leland. 

"Pawnee Hero Stories and Folk-tales," Geo. Bird 
Grinnell. 

"Childhood of Ji Shib the Ojibwa," A. E. Jenks. 

"Blackfoot Lodge Tales," Geo. Bird Grinnell. 

"Legends of the Red Children," Mary Pratt-Chadwick. 

"Flying Plover," Theo. Roberts. 

"Book of Woodcraft and Indian Lore," Ernest Thomp- 
son Seton. 

One wise camp leader asked one of his assistants to 
prepare himself through the winter with just this sort of 
material, looking forward to the next season. So popular 
were these stories that if the story-teller sat down with a 
group of the campers an Indian story was promptly de- 
manded. 

The Missing Words 

Have the boys seated around the camp fire. The leader 
reads from a familiar story and leaves out a word at 
various places and the boys in turn try to tell the missing 



24 CAMP AND OUTING ACTIVITIES 

words. The boys who miss drop out, as in a spelling 
match. The boy who is the last to place a missing word 
wins. 

The Camp Paper 

Many leaders have felt the camp paper was too much 
trouble, but the vast majority that have given it a fair 
trial think it fills a great place in the activities. 
, The papers of various camps vary from typewritten or 
mimeographed papers to bound magazines with numer- 
ous cuts for illustration. One camp has the work di- 
vided so that one boy writes athletic news, one aquatic 
news, one general news items, one jokes and stories, one 
nature study, and so forth. Other camps leave the job 
entirely to a committee of leaders, or even to one man, 
but in some way arrange to provide a camp paper, for it 
has a permanent value as a record of events. 

Kamp Kiamesha issues a weekly paper known as the 
Kiamesha Knocker. Camp Couchiching issues The 
Couchiching Camper. Dayton Camp, The Camp FireHy. 
Minneapolis Camp, The Evening Whang-Doodle. Kineo 
Camp, The Kineo Camper. Some of the other better 
known ones are, Doin's of John Doe, The Dope Sheet, 
The Twilight Express, and many others. Camp Te- 
cumseh, in 1900, kept a diary written by "Reuben Straw- 
stack," which was a history of events in verse and read 
every night at the camp fire. 

Question Match 

While the boys are seated around the camp fire, start 
a. question match, on the same line as the old spelling 
match, but instead of using words, ask various ques- 



' GAMES AROUND THE CAMP FIRE 25 

tions about our country, states, cities, etc. The boy who 
is the last to be questioned down wins. This can be 
used in various ways by describing trees, fish, birds, ani- 
mals, etc., and having the boys guess the answers. 

Suggested Books for Reading Around Camp Fire 

''Parables from Nature," M. S. Gatty. 

*The Heroes," Chas. Kingsley. 

*'Dr. Grenfell's Parish," Norman Duncan. 

"Chapel Talks," George W. Hinckley. 

*'Young Men Who Overcame," Robert Speer. 

"The Rival Campers Ashore," Ruel Perley Smith. 

"Poems of Action," David Porter. 

"The Fight for Character," H. C. King. 

"The Joys of Living," "Talks with Great Workers," 
Orison Swett Marden. 

"School Stories," No. 592; "Hunting Stories," No. 593; 
"A Boy in Congress and Other Stories," No. 595; 
"Turning Points in a Boy's Life," No. 596; The Ameri- 
can Boy Books. 

"Roughing It with Boys," George W. Hinckley. 

"Sequil," H.'a. Shute.' 

"Penrod," Booth Tarkington, 

"Boys of the Bible," Norma B. Carson. 

"Around the Fire," H. M. Burr. 

"Man Without a Country," E. E. Hale. 

"Rolf in the Woods," Ernest Thompson Seton. 

"Arizona Nights," Stewart Edward White. 

"Watchers of the Camp-fire," C. G. D. Roberts. 

"Around the Camp Fire," C. G. D. Roberts. 

"Campfire Musings," W. C. Gray. 

"Watchers of the Trails," C. G. D. Roberts. 

"The Story of Dan McDonald," G. W. Hinckley. 



26 CAMP AND OUTING ACTIVITIES 

"Indian Story and Song from North America," Alice 
C. Fletcher. 

"Secrets of the Woods," W. J. Long. 

"Wilderness Ways," W. J. Long. 

"Northern Trails," W. J. Long. 

"Told by the Camp Fire," F. H. Cheley. 

"The Call of the Wild," Jack London. 

"Crooked Trails," Frederick Remington. 

"Wells Brothers : The Young Cattle Kings," A. Adams. 

"On the Trail of the Sioux," D. Lange. 

"Ungava Bob," D. Wallace. 

Traditions and Early History 

There is hardly a camp site in the country but that 
is located directly on or near a historic point, or that has 
any quantity of interesting tradition and Indian history 
connected with it. There is nothing so interesting to the 
boys. Take pains to acquaint yourself with the history 
of early settlers, of the Indians, of your immediate lo- 
cality. In many places the geological history is also very 
interesting. Develop the friendship of your oldest neigh- 
bor and have him come often to chat by the camp fire. 
Perhaps he is a farmer and has seen the country de- 
velop marvelously; perhaps a country store dealer and 
knows of the commercial developments, the coming of 
the first railroad, and so forth; perhaps he is a game 
warden, full of experiences, or a forest ranger, or an old 
prospector. Make use of him. There are no stories so 
interesting as true stories told by quaint characters. 

Hunt up a county history. It will give you much to 
build upon in this regard. Make one leader responsible 
for this sort of information. It makes each hike and 
side trip have a special significance to the boy. 



GAMES AROUND THE CAMP FIRE 27 

EATS 

A Camp Fire Apple Bake 

Cut two substantial crotches and a long green pole 
about two inches in diameter. Set this up over the fire 
in such a way that a long row of apples may be sus- 
pended from small wires over the hot coals. It is better 
to have the apples all fixed before the fire is lighted. 
Have the rest of the evening's fun while the fire is 
burning down. 

The apples should have a hollow cut in the top and 
this cavity filled with butter and brown sugar. Let the 
apples cook slowly. When done, remove the entire cross 
pole and pass a wire to each camper.^ Fresh soda crack- 
ers go very well with the baked apples. 

Corn Roasts 

There are corn roasts and corn roasts. This one is 
some work, but such corn can be secured in no other 
way. It is an Indian trick and will be thoroughly en- 
joyed by every camper. If any quantity is to be roasted 
at once, such as sixty or one hundred ears, a wire basket 
made of heavy large-meshed iron wire is almost a neces- 
sity. There should be attached to each end of this basket 
a very stout wire with which to pull it out when the corn 
is done. 

Dig a hole eight inches larger each way than your 
basket and at least thirty inches deep, in clay if possible. 
Then build a good fire and put into it enough medium 
sized bowlders to make a good layer under, over, and 
around the basket. These stones should not be taken 
from the lake shore, as they explode and crumble when 



28 CAMP AND OUTING ACTIVITIES 

the water is poured on them. The stones should heat 
at least forty minutes in a rousing fire. Meanwhile the 
corn left in the shucks should be soaked in water, then 
laid in the basket which has in it a thick layer of either 
sassafras, tulip, or hickory leaves also wet. When the 
corn is all carefully laid in the basket it should be cov- 
ered with six inches of wet leaves. 




Corn Roast by the Dying Embers 

The first layer of hot rocks are then put into the pit, 
then the basket is laid in and the balance of hot rocks 
put in around and on top of the basket. You will then 
need four stout sticks three feet long and two inches in 
diameter. These are placed at each corner of the basket 
and the dirt is shoveled in about them. When all is cov- 
ered securely, these corner sticks are carefully pulled out, 
one at a time, and a half bucket of water poured in 
the hole they create, and then promptly filled up with 



GAMES AROUND THE CAMP FIRE 29 

a shovel of dirt to keep in the volume of steam generated 
by the water coming in contact with the hot stones. Care 
must be taken to have the earth covering thick enough, 
or a miniature volcano will result and someone will get 
badly burned. 

After this fireless cooker is completed the corn should 
stay in the ground at least two hours and a half, when 
it may be dug out. 

The leaves keep the corn clean, and if the basket is 
turned over quickly the corn will come out on top steam- 
ing hot and ready to eat. Each camper should have a 
sharp stick ready to hold his corn on and swabs should 
be provided with which to put melted butter on the corn. 

The corn is best when it is just slightly browned, and 
tulip leaves give the best results. Corn is delicious 
cooked in this manner, and as many as two hundred ears 
have been cooked successfully at one time. Let every 
camper help, and a very enjoyable evening may be had. 
Serve a picnic supper with the corn as a last course. 

The corn may also be cooked using clay instead of 
leaves and rocks. This is more work and the results less 
satisfactory. 

A simpler way is to merely wet the corn in the shucks, 
tie the loose end with a bit of wire, and throw the ear 
in the coals and cook. However, half-cooked corn is not 
healthful, and care should be exercised in allowing the 
boys to have it. 

Marshmallows a la Cookie 

Have each camper secure a long, slender, green, forked 

switch upon which to toast his marshmallows. They 

should be toasted by coals and. not in the flame. Pass 

to each camper a half dozen square saltine wafers, and 



30 CAMP AND OUTING ACTIVITIES 

when his marshmallow is cooked let him place it between 
two wafers and eat. If nuts are easily secured, they 
make the treat still better. 

A Sweet Potato Bake 

There are two ways, both very good. 

1. Wash the potatoes, wrap them in at least a dozen 
thicknesses of wet paper and cook in the ashes. A pleas- 
ant flavor may be cooked into the potato by wrapping 
them first in clean, fresh sassafras leaves. Eggs, white 
Bermuda onions, and sour apples are also very excellent 
cooked in this manner and eaten with butter, pepper, 
and salt. 

2. Boil the sweet potatoes, peel and slice them, then 
put on to cook in a large kettle or bucket, adding a gen- 
erous lump of butter and enough brown sugar to make 
a thick butterscotch over them. Serve to be eaten be- 
tween slices of plain bread. This is a very inexpensive 
treat and a delicious one. You will find it very popular 
with the boys. 

A Special Tent Supper 

Once or twice a week dispense with the regular even- 
ing meal and at five o'clock serve the boys with rations 
from the commissary, including beefsteak, potatoes, etc. 
Then have each group cook their own meal around a lit- 
tle fireplace which they have previously prepared near 
their tent. Let each tent then, under the leadership of 
their own leader, have a helpful program, such as stories, 
quiet talks, etc. Make these evenings the most helpful 
and long-to-be-remembered ones of the camping season. 
They incidentally give each leader a much needed touch 
with his own group and get the boys more intimately ac- 



GAMES AROUND THE CAMP FIRE 31 

quainted with him. This plan also tends to break the 
possible monotony of the regular camp fire evenings. 

A Camp Fire Taffy-Pull 

Have each camper take his plate to the fire with him. 
Upon gathering at the fire they will find a large kettle 
or pot of plain taffy bubbling over the coals. When the 
taffy is cooked have the campers line up and pass by the 
kettle, where they will each one be served a ladle of 
taffy. When cool enough, the taffy is to be pulled, — 
an eatable prize to be given for the best pulled candy. 

H a short hike can be taken into a nearby woods, and 
then make the taffy, it will add to the evening. 

The stunt can also be made attractive by securing 
maple syrup and boiling it down to sugar, the maple 
sugar to be eaten at the close of the evening's program. 

A Good Recipe for Camp Fire Taffy 

Equal parts of granulated sugar and corn syrup; cook 
until it forms a soft ball in cold water. Flavor, and add 
nut meats. Pour on greased pie pans to cool. Pull until 
hard. 

A Treasure Hunt for Eats 

This stunt can be worked up with great interest by 
telling, about the fire, a story of a treasure that is sup- 
posed to be hidden at a certain place. When the desired 
interest has been created, let one leader suggest that they 
go and see about it. Then follows a short hike through 
the woods with lanterns or torches to help find the way. 
When the exact spot is located some campers are set 
busy digging, while the rest gather wood for a fire. 

The camp leader has previously buried (unknown to 



32 CAMP AND OUTING ACTIVITIES 

the camp) any sort of a treasure he desires, such as a 
half dozen watermelons, a big sack of apples, a sack of 
nuts, or whatever he may have been able to secure. 

The treasure is dug up with great gusto and eaten 
about the fire. Then come the songs, yells, and the 
tramp back to camp. It has in it all the elements that a 
boy loves, if carefully prepared for. Have a neigh- 
boring farmer plant the treasure, so it will be a total 
surprise to all, even the tent leaders. 



CHAPTER II 
GAMES FOR THE CAMPUS 

All Run 

Draw a circle on the ground, and place all the players 
in it. One boy takes the basketball and throws it up 
in the air. The players all run in different directions, 
and when the thrower catches the ball he shouts "Hold !" 
and all players stop. The thrower chooses one boy to 
throw the ball at, and if he hits him, they exchange 
places. If he misses twice, he stands twenty feet away 
with his back to the players and each has one chance to 
hit him with the ball. 

A diversion of this is for one player to drop the 
ball and call out the name of one of the boys, or a num- 
ber — if you prefer numbering the players; the boy whose 
name is called grabs the ball and tries to hit one of 
the players, who in turn tries to hit another until some- 
one misses. The person who misses continues the game 
in the center. 

Bear and His Master 

One boy is selected to be the bear and one to be the 
master. A strong rope about eight or ten feet long is 
needed. The bear takes the rope by one end and the 
master the other. The boys gather around the bear. 
Then the master cries out, "One, two, three, my bear is 

33 



34 CAMP AND OUTING ACTIVITIES 

free," and rushes up to the bear to protect him. The 
fun of the game is to slap the bear with the open hand 
when running away from the master, he only being able 
to run the distance of the rope. If the master tags one 
of the boys before he gets away, he becomes the bear, 
and the boy that was the bear becomes the master. 

Ball Tossing Game 

Have the boys form a circle facing the center, about 
six feet apart, with one player in the center. The ball 
is tossed from one to the other, left or right, over. the 
head of one player only to the player beyond. The 
boy in the center tries to knock it to the ground and if 
he succeeds, they exchange places. 

To vary the game, have them close up the circle with 
space enough between the players to permit the escape 
of the center boy. The center boy tosses the ball to 
any boy in the circle, who tosses it back to him. The 
center boy then tries to escape with it through one of 
the openings before he is caught by the bo)/ who tosses 
the ball to him. If he is caught, places are exchanged. 

Bang the Bear 

One big boy is Bear, and has three bases in which 
he can take refuge and be safe. He carries a small 
air balloon on his back. The other boys are armed with 
clubs of straw rope twisted, with which they try to burst 
his balloon while he is outside the base. The bear has 
a similar club, with which he knocks off the hunters' 
hats. The hat represents the hunter's life. A good game 
for introducing strange or shy boys to each other. 
— Ernest Thompson Seton, "Birchbark Roll of the Wood- 
craft Indians." 



GAMES FOR THE CAMPUS 35 

Ball Passing Games and Diversions 

For Basketball ; also to be played with Oat Bags. 

I. The players are divided into two parties. Each 
party then arranges itself into two ranks facing each 
other. The ranks are from two to five paces apart, as 
space will permit, and the two parties are two or three 
paces apart. The ranks in each party are numbered i 
and 2. 



Party i— 
























First Rank... 


.0 























■ 


•0 





Second Rank. 


. 































Party 2— 
























First Rank... 


.0 
































Second Rank. 


. 
































All being ready, a ball is given to the first member of 
Rank i in each party. He throws to the member of Rank 

2 just opposite him, who throws it to the second member 
of Rank i, and so on. When the ball gets to the last 
member by the same zigzag path, the party which returns 
the ball to the first member first, wins the game. (See 
diagram.) 

2. The players are arranged in four ranks, numbered 
I, 2, 3, and 4. (See diagram.) Ranks i and 2 face ranks 

3 and 4. Ranks i and 3 constitute one party and 2 and 

4 the other. Hence the ball must be thrown over one 
rank each time. Otherwise the game is like No. i. 

First Rank....o 0000000000 
Second Rank. .00000000000 
Third Rank...o 0000000000 
Fourth Rank. .00000000000 



36 CAMP AND OUTING ACTIVITIES 

3. The players form a circle* facing inward. Each 
half of the circle constitutes a party, as shown in the 
diagram. Otherwise the game is the same as before. 

O 

o o 



o o 

o ^ o 



4. The two parties form separate circles, the one within 
the other. The inner party faces outward, the other 
party faces inward. Two balls are used by each party. 

O 

o ^ o 

o ^ o 



o o 



o o 



o - o 



o 



o 



o 
o 

5. The parties form separate circles and the ball must 
pass around the circle three times. The party which 
first accomplishes this wins. 

— Mind and Body, Vol. IV. 



GAMES FOR THE CAMPUS 37 

Bean Bag Tag 

Bean Bag Tag is a splendid after-supper game. The 
player who is It counts five as slowly or as rapidly as 
he may choose, and may be moving all the time until 
he calls "Five." At that instant he must stop (while 
the others keep moving) and throw the bean bag. If he 
hits a camper he becomes It. If he misses he must pick 
up the bag and repeat the count. If the number of 
players is large enough it is better to have three or 
four Its. 

Brick Skittles 

Ordinary bricks make good skittles, and cobblestones 
will make very fair bowls for a game. On a vacant lot 




FRAME OF FOUR BRICKS 

or open space, draw a diamond-shaped figure and set up 
three rows of bricks at equal distances from each other. 



38 



CAMP AND OUTING ACTIVITIES 



At a distance agreed upon from this ''frame" draw the 
scratch or taw-line, and with your cobblestones or small 
bowlders bowl the bricks down as you would the pins in 
a bowling-alley. Count a point for every brick fairly 
upset. Make the game as many points as you wish, and 
take turns in bowling. 

Fours 
This is played in the same way as nine-pins or skit- 
tles, with the exception that bricks are used for nine- 
pins, and that only four bricks are set up in the frame, 
one at each of the four corners of the diamond. 

Dutch Pins 

In the real game of Dutch pins the skittles are larger 
and taller than in the other games here described, but 
as bricks are made of one size you will use the same 



D 


D 


D 


p 


D 


-J 


D 


_ 


Q 



bUTCH PINS 



GAMES FOR THE CAMPUS 39 

bricks for Dutch pins that you do for nine-pins, but a 
square is used in place of a diamond for the frame, and 
nine bricks are set up in three lines. 

— D. C. Beard, "The Outdoor Handy Book.'* 

Black Baby 

A much noisier and more active game is that of Black 
Baby. It is a game of ball and is played in a part of 
the campus where there is bare earth, level and soft 
enough for the series of shallow holes necessary for 
the game. 

There must be a hole for each player, and a common, 
hollow India-rubber ball or a soft yarn ball covered with 
leather. On no account use a hard ball, as the game is 
too rough for the use of a missile that can do injury 
when thrown with force. 

First, with your heel make a number of holes about 
three feet apart and all in a line, one hole for each boy 
in the game. Every boy stands by to guard his particular 
hollow, while the boy at one end attempts to roll the 
ball slowly over the line of holes, so that it will rest in 
the hole in front of the lad at the opposite end. In 
case the ball passes safely over, the player at the other 
end rolls it back again in the same manner. 

This cannot go on long before the ball stops in one of 
the holes. As soon as this happens all the players except 
the one at the hole where the ball stops scamper away, 
shouting, "Black baby ! Black baby!" while the remain- 
ing lad seizes the ball as quickly as possible and throws 
it at his nearest playmate. If he fails to hit the fleeing 
mark all return to their places, and a little piece of coal, 
a "black baby," is put in the hole lately occupied by 
the ball ; but if he strikes the mark, the boy hit must 



40 CAMP AND OUTING ACTIVITIES 

quickly pick up the ball and throw it at his nearest play- 
mate, and a game of "crackabout" ensues until someone 
misses. Then all return to their places, and a black 
baby is placed in the hole belonging to the lad who failed, 
and the game of rolling the ball is continued by the 
boys at the end holes. As soon as a boy receives two 
black babies he is called "black baby half whitewashed." 

The game goes on until some one player receives 
three black babies. As soon as this occurs the culprit 
takes the ball, retires to a wall, fence, or tree, and with 
his left hand and right foot resting against the tree, wall, 
or fence, which he must face, he throws the ball over 
his shoulder as far as he can. The spot where it strikes 
the ground is marked by the other boys with a taw-line, 
and from this line each player in turn has the privilege 
of throwing the ball at the unfortunate owner of three 
black babies, who stands with his back bent and his 
head resting against the wall. 

This may appear hard on the unlucky black baby boy, 
but every miss entitles the black baby to throw at the 
bad marksman. After each thrower has had three shots 
at the culprit, the misses are called, and each in turn 
takes his place at the stake and receives his punishment 
until all debts are paid. 

— D. C. Beard, "The Outdoor Handy Book." 

The Bull Fight 

Twelve players are needed for the game, which is in- 
teresting to watch and makes a good spectacle for a 
display. 

The players — i Bull, i Matador, 4 Chulos, 6 Scarf- 
bearers. 

Part I. — The bull enters the arena — which may be 



GAMES FOR THE CAMPUS 41 

made by the other boys "forming fence" — with four or 
five six-inch strips of paper pinned to his back. The 
chulos try to tear off these without being touched by 
the bull, but if the bull touches them twice they are 
dead. The scarf-bearers, who carry their scarves in their 
hand, run in between the bull and a chulo if he is hard 
pressed, and by waving their scarves in the bull's face, 
make him follow them. If a chulo is once touched by the 
bull he is dead. Only one strip may be taken at a time. 

Part II. — When all the strips are off, or all the chulos 
killed, the arena is cleared and the bull blindfolded, with 
a scarf tied round his neck so that one pull at an end 
brings it off. 

The matador then enters and has to remove the scarf 
without being touched by the bull. If he succeeds, the 
bull is dead. 

— Sir Baden Powell, ''Scouting Games." 

Can-Can 

Can-Can is somewhat on the order of cricket. Two 
small holes are dug in the ground twenty-five to thirty 
paces apart. The boys use indoor baseball bats and a 
playground ball. There are two batters and two bowlers 
and as many fielders as choose to play. Back of the 
two holes are two cans set up on the ground and the 
object of the bowler is to knock over these cans. When 
the batter hits the ball, the two batters may run from 
base to base until the ball is played in. Whenever either 
can is knocked over, however, the batting side is out and 
the two bowlers go to bat. It doesn't require many 
fellows to play the game; in fact, four can have a very 
good time at it. 



42 



CAMP AND OUTING ACTIVITIES 



Chinese Wall 

The Chinese Wall is marked off by two parallel lines 
straight across the center of the playground, leaving a 
space between them of about ten feet in width, which 
represents the wall. On each side of the wall, at a dis- 
tance of from fifteen to thirty feet, a parallel line is 
drawn on the ground. This marks the safety point or 
home goal for the besiegers. 



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One player is chosen to defend the wall, and takes his 
place upon it. All of the other players stand in one of 
the home goals. The defender calls "Start !" when all of 
the players must cross the wall to the goal beyond, the 
defender trying to tag as many as he can as they cross; 
but he may not overstep the boundaries of the wall him- 
self. All so tagged join the defender in trying to secure 
the rest of the players during future sorties. The game 
ends when all have been caught, the last player taken 
being defender for the next game. 

— Jessie H. Bancroft, "Games for the Playground." 



GAMES FOR THE CAMPUS 43 

Centipede Race 

This is a very amusing race. Divide the boys into 
groups of six, each being supplied with a long pole. 
When all is ready, the boys straddle their pole, and at a 
given signal proceed that v^^ay over the campus to a 
given mark. It will create much rivalry to pit the boys 
of one tent against another. 

Club Snatch 

This is one of the best competitive chasing games. 

A goal is marked off across each end of the campus. 
Midway between the goals an Indian club is placed; a 
handkerchief or other similar object may be used, placed 
on some support — on a stake driven into the ground, 
laid over a rock or stool, or hung on the end of a branch. 




A stone or dumbbell laid on the ground may be sub- 
stituted. In line with the club a starting base is marked 
on each goal line. 



44 CAMP AND OUTING ACTIVITIES 

The players are divided into two equal parties, each 
having a captain. Each party takes its place in one of 
the goals. The object of the game is for one of the 
runners to snatch the club and return to his goal before 
a runner from the opposite goal tags him, both leaving 
their starting bases at the same time on a signal. The 
players on each team run in turn, the captains naming 
who shall run each time. 

The captains toss for first choice of runners; the one 
who wins names his first runner, who steps to the run- 
ning base, whereupon the competing captain names a 
runner to go out against him, trying to select one of 
equal or superior ability. Thereafter the captains take 
turns as to who shall first designate a runner. 

When there is a large number of players, or very lim- 
ited time, a different method may be used for selecting 
the runners. All of the players should then line up ac- 
cording to size, and number consecutively by couples. 
That is, the first couple would be number one, the sec- 
ond number two, the third number three, etc. The couples 
then divide, one file going to one team and the other to 
the opposite team. The players run thereafter according 
to number, the numbers one competing, and so on. Each 
player may run but once until all on the team have run, 
when each may be called a second time, etc. To avoid 
confusion, the players who have run should stand on 
one side of the starting base, say the right, and those 
who have not run to the left. 

The first runners, having been called by their respec- 
tive captains to the starting bases, run on a signal; the 
players may reach the club together and go through many 
false moves and dodges before one snatches the club and 
turns back to his goal, Should he succeed in reaching 



GAMES FOR THE CAMPUS 45 

the goal before the other player can tag him, his team 
scores one point. Should he be tagged before he can 
return with his trophy, the opponent scores one point. 
The club is replaced after each run. In either case 
both players return to their original teams. 

When each runner has run once, the teams exchange 
goals and run a second time. The team wins which has 
the highest score at the end of the second round. 

For large numbers of players there may be several 
clubs, each having corresponding starting bases on the 
goals, so that several pairs of runners may compete at 
once. One club for twenty players, ten on each side, is a 
good proportion. For young players the club may be 
placed nearer one goal than the other at first, as shown in 
the diagram. 

This is a capital game as here developed with the 
feature of scoring and may be made very popular. 
— Jessie H. Bancroft, "Games for the Playground." 

Corner Ball 

A space about thirty feet long and twenty feet wide 
is needed for the game, (See diagram.) A line divides 
this into two equal parts. At each corner is a base. 
Each party forms in a straight line about eight feet from 
the line. Two members of each party take positions in 
the bases on the other side. Number one of the first 
party then throws the ball over the heads of the second 
party, to one of his fellows on either of the bases. If 
he catches it, he throws it back. The opposing party tries 
to intercept the ball and if successful gains one point. 
The play then continues, the other side throwing the 
ball. 

The rules of the game are; 



46 



CAMP AND OUTING ACTIVITIES 



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1. The members of each party may move about freely 
in their space. 

2. No member may cross the line. 

— Mind mid Body, Vol. V. 

Chain Tug-of-War 

Divide the group into two even sides. Each group 
forms a chain, by grasping the boy in front of him 
around the waist. The leaders of each side grasp a 
stout stick and at a given signal the two teams try to 
pull the other over a line on the floor. 

Day and Night 

Divide the group into two sides, who line up back to 
back about five feet apart in the center of the campus. 
Each side has a home square at either end of the campus. 
The leader tosses up a penny, and if it comes head, he 
calls out "Day," if it comes tail, he calls out "Night." 
The side whose name is called rushes to their home 
square, the other side pursuing them, trying to tag as 



GAMES FOR THE CAMPUS 47 

many as possible. Those tagged are out of the game. 
This continues until one side wins. 

Dressing Race 

Measure off a course of three hundred yards for the 
race track, having a starting line and a very distinct 
line at the first seventy-five yards, drawn across the 
track, another line at the next seventy-five yards. Be- 
fore the race starts each contestant is required to put 
his shoes at the first line, his shirt at the second line 
and his hat at the third line. The fourth line is the 
finish. The racers start at the report of a pistol. When 
they reach their shoes, they put them on, lace them up, 
before they can start for the next line. The first 
one crossing the line, with everything on, shoes laced, 
shirt buttoned, and hat on properly, wins the race. This 
can be run in relays. It is foul to interfere with each 
other while running or dressing, or to kick or misplace 
one's opponent's articles. There must be a judge at the 
start, one at each line, and one at the finish to see that 
the race is conducted fairly. 

The Fagots 

The players, leaving out one couple, arrange them- 
selves in pairs, one starting before the other so as to 
form a double circle, each pair thus arranged forming 
a Fagot. These fagots must stand at some little dis- 
tance apart from each other, so as to allow the other 
couple — respectively styled the Hare and the Hound — 
to pass easily between them. When the hare is in danger 
of being caught, or finds himself in need of rest, he 
takes refuge within the circle, placing himself in front 
of one of the fagots, which is then composed of three 



48 CAMP AND OUTING ACTIVITIES 

persons. This being contrary to the rules of the game, 
the one standing outside the circle immediately leaves 
his place, and takes his stand before another of the 
fagots, which obliges the outside player, in his turn, to 
seek another position. Should he be caught before the 
change is effected, he becomes the hound. 

Fish Net 

A line is drawn across each end of the campus, be- 
yond which the players stand in two equal groups. The 
group on one side represents the Fish and the other 
the Net. The group representing the net clasp hands 
and at a given signal both sides advance toward the 
center, which represents the stream. The fish try to 
swim the stream without being caught in the net. Those 
caught are out of the game. If the net breaks at any 
point, the fish escape and the game starts over again. 
The groups change sides after each try. To win, one 
side must catch all the players on the other side. 

Find the Whistler 

Take a group of boys on the campus and give whistles 
to about six of them. Blindfold about six others and 
place them in the center of the campus; scatter the boys 
with the whistles to different parts of the campus. 

At a given signal the whistles are blown and the 
blindfolded boys are to find the whistlers. The whistlers 
are not to move after they blow the whistle. When 
one is caught he is blindfolded and the game proceeds. 

Fortress 

This is one of the very strenuous games based on the 
idea of warfare, The underlying idea is exactly op- 



GAMES FOR THE CAMPUS 



49 



posite to that of Robbers and Soldiers, being a game of 
attack and defense, rather than of chase and capture. 

A Fortress is marked on the ground, in the shape of 
a large square or oblong, the size differing with the 
area at disposal and the number of players. It should 
be not less than twenty-five by forty feet in dimensions. 
One or more sides of this may be situated so as to be 
inclosed by a wall or fence. A line should be drawn 



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five feet inside of the fortress boundaries and another 
five feet outside of it; these mark the guard lines or 
limits for making prisoners. Each party should also have 
its prison — a small square marked in the center of the 
fortress for the defenders, and another at some distant 
point for the besiegers. 

The players are divided into two equal parties, each 
under the command of a general, who may order his men 
at any time to any part of the battlefield. One party 
of players are defenders of the fortress, and should scat- 
ter over it at the beginning of the attack and keep a 
sharp lookout for unguarded parts, The other players, 



50 CAMP AND OUTING ACTIVITIES 

forming the attacking party, scatter under the direction 
of their general to approach the fortress from different 
directions. This may be done in a sudden rush, or de- 
liberately before attacking. At a signal from their gen- 
eral, the besiegers attack the fortress. 

The method of combat is entirely confined to engage- 
ments between any two of the opposing players, and 
is in general of the nature of a "tug of war." They 
may push, pull, or carry each other so long as they re- 
main upright; but wrestling or dragging on the ground 
is not allowed. Any player so forced over the guard 
line becomes a prisoner to his opponent and is thereafter 
out of the game. If he be a besieger, captured by a de- 
fender, he is placed within the prison in the center of 
the fortress, and may not thereafter escape or be freed 
unless the general should make an exchange of prisoners. 
Should he be a defender, pulled over the outer guard 
line by a besieger, he is taken to the prison of the at- 
tacking party. Players of equal strength should compete, 
the strong players with strong ones, and vice versa. The 
commanders should each give general directions for this 
to their men before the engagement opens. 

The battle is won by either party making prisoners of 
all of the opponents. Or it may be won by the besiegers 
if one of their men enters within the guard line inside 
the fortress without being touched by a defender. Should 
a player accomplish this, he shouts "Hole's won!" 
whereupon the defenders must yield the fortress, and the 
two parties change places, defenders becoming besiegers, 
and vice versa. The possibility of taking the fortress 
in this way should lead to great alertness on the part of 
the defenders, as they should leave no point unguarded, 
especially a fence or wall which the enemy might scale. 



GAMES FOR THE CAMPUS 51 

The guard line should be drawn inside any such bound- 
aries, and a player entering in this way must of course 
get inside the guard line as well as over the fence. The 
attacking party on its part will use all possible devices 
for dashing into the fortress unexpectedly, such as en- 
gaging the players on one side of the fort to leave an 
unguarded loophole for entering at another. 

The attacking general may withdraw his forces at any 
time for a rest or for conference; either general may 
run up a flag of truce at any time for similar purposes. 
Under such conditions the generals may arrange for an 
exchange of prisoners ; otherwise there is no means of 
freeing prisoners. 

— Jessie H. Bancroft, "Games for the Playground." 

Fox Trail 

A large diagram is drawn on the ground, resembling 
a wheel with two rims. The outer rim should measure 
from thirty to forty feet in diameter; the inner rim 
should be ten feet from this. Across the circles are 
drawn straight lines resembling the spokes of a wheel, 
the number being governed by the number of players. 
Where these spokes touch the outer rim, a den or goal is 
marked for the foxes, there being one goal less than the 
number of foxes. 

A player, who is chosen as Hunter, stands at his goal 
in the center or hub of the wheel. The balance of the 
players, who are Foxes, take each a place in a den or 
the outer rim, with the exception of the odd fox, who 
stands elsewhere on the rim, trying to get a den when- 
ever he can. The object of the game is for the foxes 
to run from den to den without being caught by the 
hunter. The method of running, however, is restricted. 



52 CAMP AND OUTING ACTIVITIES 

Both foxes and hunter are obliged, to keep to the trails, 
running only on the lines of the diagram. 

It is considered poor play to run from den to den 
around the outer rim, as there is practically no risk in 
this. The foxes may run in any direction on any trail. 




on the spokes of the wheel, or on either of the rims. 
They may turn off on the intersecting trail at any point, 
not being obliged to run entirely across to the opposite 
side of the rim, as in the simpler diagram given for the 
other game of this name. No fox, however, may turn 
back on a trail ; having once started, he must keep on 
to the next intersecting point. Whenever the hunter 
succeeds in tagging a fox, the two players change places, 
the fox becoming the hunter and the hunter a fox. 



GAMES FOR THE CAMPUS 53 

This game is excellent sport, and is one of the most 
interesting and popular of chasing games. 

— Jessie H. Bancroft, "Games for the Playground." 

The Game of Goose 

Mark off the campus into a space about as large as 
a football field, and erect two gander poles (five feet 
high), one at each end of the field, each having two 
forks at the top opposite each other. 

The goose is a good stout cloth bag, such as a ham 
cover, stuffed, leaving ends to form the legs and neck. 
Midway between the gander poles mark a large ring, its 
size according to the number of boys playing. Mark 
a circle six feet in diameter around each gander pole 
to mark the safety limit. 

To start the game, let the two teams with the men 
placed alternately gather at the throw-ring around the 
Gander-man. The gander-man stands in the center of 
the circle with the goose in hand. At a given signal he 
swings around and tosses the goose in the air, to be 
received into the arms of some lucky player who imme- 
diately dashes off with it for the goal. The goal judges 
speed for their positions at their respective gander poles, 
and the rest of the game is like cross tag, with this dif- 
ference, that when a player is liable to lose the goose 
he tosses it to one of his own side if he can, and the boy 
who catches the bird is It until he gives it up or reaches 
the goal and swings it safely into the crotch. Each goal 
counts one goose, and five geese make a gander or game. 

Rules of the game. — The gander-man is field umpire, 
and the other judges keep order at the goals and decide 
disputes arising at their posts. The instant a player's 
two feet are inside the safety circle, he must not be mo- 



54 CAMP AND OUTING ACTIVITIES 

lested unless he fails to hang the goose or allows it to 
slip from his hands, then anyone of the opposing team 
may seize the bird and dash away with it or toss it to 
one of his own side. 

There must be no scrimmage over the possession of 
the bird, for as soon as an opponent gets hold of the 
goose in a player's hands the latter must let go his hold. 
One must not trip an opponent or interfere by body, arm, 
or leg contact without forfeiting one "honk" ; three honks 
count one goose (or goal) for the opposite side. 

Hat-Ball 

The players — about a dozen — put their hats (hol- 
lows up) in a row near a house, fence, or log. A dead 
line is drawn ten feet from the hats; all must stand 
outside of that. The one who is It begins by throwing 
a soft ball into one of the hats. If he misses the hat, 
a chip is put into his own, and he tries over. As soon 
as he drops the ball into a hat, the owner runs to get 
the ball; all the rest run away. The owner must not 
follow beyond the dead line, but must throw the ball at 
someone. If he hits him, a chip goes into that boy's 
hat; if not, a chip goes into his own. 

As soon as someone has five chips, he wins the booby 
prize; that is, he must hold his hand out steady against 
the wall, and each player has five shots at it with the 
ball as he stands on the dead-line. 

— Chepewyan Indian Game. 

The Hunters 

Mark off goals at both ends of the campus. The play- 
ers are named in groups of various animals; thus there 



GAMES FOR THE CAMPUS 55 

will be tigers, lions, etc., and part are asked to get in 
one goal, and part in the other. One hunter is placed 
in the center, and he calls for one animal, who runs and 
tries to get to the other goal. If he is caught he is also 
a hunter and tries to catch the other animals. The game 
ends when all are caught. 



Ham-Ham-Chicken-Ham-Bacon 

Mark off two lines on either side of the campus. All 
the boys but one get on one side, and then the boy in 
the center shouts "Ham-ham-chicken-ham-bacon," the 
word bacon being the signal for all to cross over to the, 
other side, while he endeavors to catch one of them. The 
one caught helps him to catch the others. 



Hawk-Eye Test 

The contestants line up at a given point. One boy 
stands about one hundred yards away; he has concealed 
about him some disks about five inches in diameter, con- 
sisting of circular pieces of pasteboard or tin, on which 
have been pasted bright colored paper. Thus he may 
have a red, yellow, blue, green, black and a white disk. 
He also may have some small objects, such as an orange, 
an apple, a potato, a banana, etc. When the signal is 
given the boy produces an object, holds it aloft, being 
careful to hold it perfectly steady for about one second, 
then returns it. He goes through the entire list the 
same way. Then the boys make their report. One point 
is allowed for each object guessed correctly. The one 
guessing the greatest number wins. 

— D. C. Beard, "The Boy Pioneers." 



56 CAMP AND OUTING ACTIVITIES 

Hide the Switch 

Divide the group into camps, making a definite 
boundary of play, each side having a goal. A switch 
is given one side and one of their number hides it. The 
game now starts. As soon as the switch hider thinks the 
switch is about to be found, he seizes it and tries to go 
to his goal before he is caught. If he succeeds, then 
his side takes one of the opponents; if he is caught, the 
other side gets one of his players. 

Indian Saddlebags 

The game is played with a pair of bags four by seven 
inches (filled with beans or corn), sewed on either end 
of a stout rope or a strap twenty inches long. 

Choose sides and let each side choose a chief. Each 
player should be equipped with a stout stick, preferably 
with a slight hook to the end of it — green branches may 
be selected. At either end of the field, which should be 
at least one hundred feet square and reasonably smooth, 
should be erected a simple goal-post like a capital let- 
ter H. 

The kick-off is made from the center of the field by 
the chief and is accomplished by raising the bags into 
the air and throwing them with the stick, for no player 
is ever allowed to touch with his hands or his feet the 
moving bags. The bags may be carried on the sticks, 
thrown or passed from player to player in an effort to 
reach the goal post. Of course no "poor sport" will be 
tolerated, and if a brave loses his temper he should be 
promptly removed from the game. Each goal counts five 
scalps. 

Encourage as open a game as possible. It is much 



GAMES FOR THE CAMPUS 57 

more satisfactory to all concerned and accidents are 
much less liable to happen. Be sure to have a second 
pair of bags handy in case one set is damaged in play. 
The umpire may penalize for rough play, or remove 
players who, in his opinion, are making the game dan- 
gerous. The game should be played in two halves, the 
length of each half to be determined before each game. 

Jump the Shot 

Have the boys form a circle, and the leader in the 
center swings a rope with a ball attached to the end close 
to the ground and each player jumps over it as it passes. 
If a player stops the moving rope, he is required to drop 
out of the game. The leader increases the rapidity of 
the rope, and continually raises it a little higher from 
the ground. 

To fasten the ball on the end of the rope, place the ball 
in a towel and then tie. 

Knapsack Race 

Have the boys pair off, one to be the Runner and the 
other the Knapsack. When this has been done, the boys 
selected as the knapsacks get astride the shoulders of 
the runners, and thus they proceed over a course of 
fifty feet. There they change places, the knapsack be- 
coming the runner and the runner the knapsack. The 
team crossing the starting line first wins. 

Knights, or Horseback Wrestling 

Sides are chosen, and the big boys take the smaller 
ones upon their backs. The one who carries the boy is 
called the Horse, and the other the Rider. The horses 
upon one side charge and jostle the horses of the other 



58 CAMP AND OUTING ACTIVITIES 

side, while the riders try to pull each other down. The 
game continues until only a single horse and rider re- 
main. This side wins the game. 

Lame Fox and Chickens 

One player is appointed Fox, and stands in a den 
marked off at one end of the campus. The other players 
are called Chickens, and have a chicken yard at the other 
end of the campus. The chickens advance as near the 
fox's den as they dare, and try to get him to come out. 
When the fox thinks they are close enough he darts out, 
only being allowed to take three steps, when he is 
obliged to hop after the chickens who are also com- 
pelled to hop. If he touches one before he reaches the 
chicken yard, the one touched becomes a fox and helps 
in catching the other chickens. The last chicken caught 
is the fox for the next game. 

Last Couple Out 

The boys form in a double file, each couple clasping 
hands. The odd player who is called It stands at the 
head of the double column. He calls "Last couple out," 
and the last two players in the column run on his own 
side of the column and try to reclasp hands somewhere 
in front of It before being tagged by him. If It tags 
one of the boys before this is done, he takes that boy as 
his partner and the other boy is It. Each couple, after 
having their run, take places at the head of the line. 

Leap-Frog Race 

This race is run by groups from three to ten on a 
side. A course is chosen, from one hundred to two 
hundred yards, according to the number of boys in a 



GAMES FOR THE CAMPUS 59 

group. The boys are placed fifteen feet apart. At the 
signal "Go" the racers who have lined up give a "back" 
as in leap-frog and the last man proceeds as quickly as 
possible to jump over the backs of the others. When he 
alights on the last jump, he gives a back. Then the next 
follows, etc., until the mark is reached at the finish. The 
group wins who first has a player reach the goal. 

Monkey Tag 

Each boy secures a base, such as a tree, stone, or fence 
post, and one is called the Hunter. The boys keep in 
constant motion, running from base to base, while the 
hunter endeavors to catch a bey off a base. No two 
boys can occupy one base at the same time. The Mon- 
kies repeat this rhyme, 

"Monkey, monkey, bottle of beer, 
You can't catch a monkey here !" 

The boy who is caught is hunter and the hunter be- 
comes a monkey. 

Mount Ball 

This ancient game is played under difficult but very 
amusing conditions. The players "pair off" according to 
height, strength, and agility, and f@rm a double circle, 
faces to the center, with from two to six paces interval 
between pairs, according to the number of players tak- 
ing part. A coin or other article tossed in the air de- 
cides which boy of each pair shall become Pack-mule 
or Pony and which shall be Rider. Those designated 
as ponies take a stride position sideward and brace 
themselves by placing both hands on the knees, which 
should be kept extended, the body being forward in order 



6o CAMP AND OUTING ACTIVITIES 

that the riders in the rear, outer circle, may readily 
mount by straddling their shoulders, upon the command 
of the leader of the game to ''Mount." The riders hav- 
ing mounted, play "catch ball," the ponies (as the play 
becomes better understood) growing restive, turning 
right, left, or about in order to make the ball catching 
as difficult as possible. When the ball has been missed 
by a rider, all immediately dismount and flee, the pony 
of the rider who missed the ball quickly picking it up 
and commanding all to "Stand" or "Halt." All riders 
stand still and the pony endeavors to hit a rider who may 
jump upward, or drop, but not otherwise leave his place. 
The other ponies remain in position in order that the 
riders may be readily distinguished. If the player who 
aims to hit a rider is successful in properly hitting him, 
places are exchanged, riders becoming ponies and ponies 
riders. If not successful, the game is continued as at 
first. The ball must at no time be held by a player but 
tossed as quickly as caught, no matter in what position 
the rider may find himself. The play may also be so 
directed that any pony can pick up the ball and aim it at 
the nearest rider. The leader of the game gives the 
command to mount and dismount, and determines the 
"misses" and "hits." 

— Mind and Body, Vol. I. 

Observation Race 

The contestants for this race are all blindfolded, 
placed with their heels to the line, with their backs to 
the direction in which they are to run and before the 
bandages are removed from their eyes, small articles are 
placed at short intervals upon each side of the course 
to the finish line. The length of the course should be 



GAMES FOR THE CAMPUS 6i 

adapted to the average age of the contestants. When 
the tomato cans, handkerchiefs, hats, etc., have been 
placed along the line, the starter cries, "Attention !" "Are 
you ready?" Then at the report of the pistol each lad 
tears the bandage from his own eyes and races down 
the track, using great care to mentally note every object 
he sees on either side during the run. When he crosses 
the finish line, he must stand with his back to the course, 
until he has made his report to the judges. The boy 
making the most points wins. 

— D. C. Beard, "The Boy Pioneers." 

Pass and Toss Relay (Double Line) 

The players are divided into two equal groups which 
compete against each other. Each group is divided into 
two lines or ranks which stand facing each other. There 
should be from ten to twenty feet of space between the 
two ranks. The game consists of passing a bean bag 
up one of these lines to the end, when the last player 
runs across to the opposite line, tossing the bag as he 
goes to the end man in that line, who catches it and 
passes it down the line. The same play is performed at 
the other end, the last player running across to the op- 
posite line, tossing the bag as he goes to the last player 
there. The lines move up or down one place each time 
a player runs across to the opposite rank. The game in 
detail will be as follows: 

No. I has a bag, and at a signal passes it down the line 
to No. 8, who runs across toward No. 9, tossing the 
bag to No. 9 as he does so. It must be tossed before 
he has gone halfway across the space. No. 9 immedi- 
ately passes the bag to No. 10, and so on up the line to 
the last player, No. 16. The moment that he receives 



62 CAMP AND OUTING ACTIVITIES 




the bag, he runs across toward No. i, in the opposite 
rank, making a running toss as he does so. At the same 
time the entire line from 9 to 15 move up one place to 
make room for No. 8, who should take his place at the 
foot of the line next to No. 9. As soon as No. i re- 
ceives the bag, he passes it down the line to his neigh- 
bor, No. 2, and so on till it reaches the end of the line, 
which at the same time should be moving down one 
place to make room for No. 16, who should take his 
place at the head of the line next beyond No. i. 

This play is repeated until No. i reaches his original 
position again, and the bag is passed to him there. Im- 
mediately on receiving it, he should lift it high as a 
signal that the play is completed in his group. The 
group wins whose first player is first to do this. 

The game may be made a little more definite by No. 
I having some distinguishing mark, as a handkerchief, 
tied on his arm. When players have some proficiency 
in the game as prescribed, they may play with two bags 
instead of one, keeping both in play at once. In this 
form of the game the diagonal opposites start each a 
bag at the same time, that is No. i and No. 9. The 
game becomes thus just twice as rapid. The team wins 
whose Nos. I and 9 first succeed in both returning to 



GAMES FOR THE CAMPUS 63 

their original positions, where they should hold the bags 
aloft. A score should be kept, each team scoring two 
points for winning a game and one point for every time 
that its opponents' bags touch the floor, either through 
poor throwing or bad catching. 

— Jessie H. Bancroft, "Games for the Playground." 

Peg Placing 

This game can be played by any number of boys in 
competition one against the other. Each boy secures a 
peg, and from a given line, give one hop; then stoops 
over, reaching out with one hand and sticks his peg into 
the ground as far as he can reach. This continues until 
one boy is considered the winner. 

Poison 

This is another splendid after-supper game and is 
played in many ways, one of the best of which is the 
following : 

Form the players in a circle by holding wrists. Then 
in the center place an Indian club, a tall bottle, .or some- 
thing similar, and by it lay a soft playground or indoor 
ball. The circle begins to rotate about the club, the 
game being to keep from knocking the club or bottle over 
on the one hand, but on the other hand to force some- 
one in the circle to knock it over. 

The instant it falls the circle dissolves and all the play- 
ers, except the one who knocked over the club, runs 
while he picks up the ball and throws it at the running 
players. If he succeeds in hitting someone, the one hit 
is out of the game. If he fails, he is out. So the game 
goes on until there are but two players. 



64 



CAMP AND OUTING ACTIVITIES 



It can be made more lively by using three or five 
clubs or bottles. 

Prisoners' Base (i) 

Prepare the ground as shown in the diagram. The 
corners represent the four bases and prisons and the 
space in the center forms the home for the most im- 
portant performer, who is technically known as Chivy. 

Two captains are chosen. The captain of the reds 







WMTJS 






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sends one of his men into the center of the square to act 
as chivy, and virtually serve as the signal for hostilities 
to commence. A member of the opposite side pursues 
him; if he is caught he is placed in prison. The side that 
puts all its opponents in prison first wins the game. 



Prisoners' Base (2) 

Played by any number of persons, though the best 
number is from twelve to sixteen. Two enclosures are 



GAMES FOR THE CAMPUS 



65 



marked off, each large enough to hold half the players, 
and two prisons, a little smaller, some distance from 
the bases, according to convenience. Two methods of 
laying out ground are shown in the diagrams. 

The players are divided into two sides, each of which 
occupies one of the bases. A player from one side be- 
gins the game by running beyond the bounds of his base 



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and one on the opposite side pursues him. A second 
man from the first party chases the pursuer, and so on, 
each party sending out as many men as they choose. If 
any one is touched while out of bounds, by a player on 
the opposite side who left bounds after him, he must 
go to the prison belonging to the enemy, and stay there 
until he is released by one of his own side. The prison 
of each side is opposite the base of the other side, as 
shown in the diagrams. No one is allowed to touch 
the catcher as he returns to his base, which he must do 
at once. A prisoner can be released by any one of his 
friends who can run from his base to the prison without 
being caught. When more than one player is in prison 
they may link hands, and reach out into the playing 
space, the man touched being the only one released. The 



66 CAMP AND OUTING ACTIVITIES 

prisoner and his friend may then return to their base in 
safety. But if a player is caught while attempting a 
release he must himself go into prison. The game is 
won by the party that succeeds in getting all its enemies 
into prison at the same time. It is necessary for a player 
to remember which of his opponents left their base be- 
fore him and who after him, so that he may know 
whom to chase and whom to avoid. When a large num- 
ber are out of bound this complicates the game. 

— Champlin's "Cyclopedia of Games and Sports.'* 
Copyright, 1890, by Henry Holt & Co. 

Rounders 

Form the ground into a pentagon, each of the five 
sides constituting one of the five bases, which are num- 
bered from one to five. These bases form the spots or 
"homes" which the different players have to reach, if 
they wish to continue participation in the game. When 
practicable, these bases should be about fifteen or twenty 
yards apart; this is about right to prevent a "rounder" 
or entire circuit of the bases being too easily accom- 
plished. 

In the center of the grounds, marked by the letter 
F, is the spot where the "feeder" stands to deliver the 
ball to the "striker" (i) and this position is technically 
known as the "seat." It is the duty of this feeder to 
give or toss the ball to the various players who con- 
stitute the in side, as they come; and as on him depends 
much of the success which attends those who are in the 
field, he should not be lightly chosen, but be a respon- 
sible person always on the alert and up to every kind 
of ruse and artifice to secure the retirement of those 
who are in. 



GAMES FOR THE CAMPUS (>7 

Choose up two sides, twelve or so on each side, toss 
for choice of innings. 

The in side then appoints a feeder, and distributes the 
remaining members of the side around the pentagon, 
so as to cover as much ground as possible, and prevent 




the ball from passing beyond the bounds of this belt 
of investment. 

The object of the striker is to hit the ball, and per- 
form the circuit of the five bases without bemg hit or 
touched by the ball while between bases, or before it 
has been thrown to the feeder and grounded home. 

The counting is the same as American baseball. 

Rolling Target 

This game consists in shooting or hurling through a 
rolling hoop a stick or gymnasium wand. The hoop 



68 CAMP AND OUTING ACTIVITIES 

may be from six inches to two feet in diameter. The 
smaller hoop is adapted only to expert players; it is 
well to begin with a hoop the size of a barrel hoop. 

Where there are numerous players, they are divided 
into opposing teams, which alternate in throwing at the 
target (hoop). These* players take places at intervals 
of about five feet along one side of the playground, each 
holding a spear (stick) to hurl at the hoop as it passes 
him. Another player stands at one end of the ground 
and sends the hoop rolling the full length of the space 
covered by the playing team; its course should be from 
ten to twenty feet distant from the line-up of the team 
and parallel to the latter. 

As the hoop passes him, each player in turn hurls his 
spear at it. This is best done with the spear held hori- 
zontally at a height of about the middle of the hoop. 
Each spear that successfully goes through the hoop 
scores one point for its team. Each team has three 
rounds, and then gives place to its opponents. The team 
first scoring one hundred points wins the game. 

When there are not enough players to put into teams, 
each player scores independently, the first to make 
twenty points winning. 

To insure safety, no player should be allowed on the 
side toward which the spears are hurled. This game 
may be played capitally with bean bags instead of sticks. 
— Jessie H. Bancroft, ''Games for the Playground." 

Shoot Out 

Divide the boys into two groups, and draw them up 
in a line about twenty-five or thirty yards from the tar- 
gets, which are old bottles, bricks, cans, etc. At the 
word "Fire," stones are thrown at these targets. When 



GAMES FOR THE CAMPUS 69 

a target falls, the umpire directs the corresponding man 
of the other group to sit down. He is supposed to be 
killed. The game goes on until the whole of one group 
is killed. A limited number of stones can be given to 
each group or a time limit placed upon the attack. 

Spud 

Spud is played ordinarily with an old indoor baseball 
somewhat soft from use. A basketball or volley ball 
may be used. All gather around one of the players who 
drops the ball, at the same time giving one of the names 
or numbers. The person called immediately obtains pos- 
session of the ball and throws from where he stands at 
one of the players, who scatter. If he hits a player, that 
man strives to hit another, and so on until someone 
misses. One miss counts one spud. The person who 
misses continues the game in the center. Three misses 
or spuds make the guilty party liable to punishment as in 
"All Run." 

— Spalding's "Book of Outdoor Games." 

Shooting 

Mark a large circle on the ground and place all but 
one boy within it. This boy has a football and endeavors 
to hit those within the circle. If one is hit, he takes a 
position outside the circle and assists in shooting the 
others. Only one ball is used. 

To vary this game one boy gets into the circle with 
the football and all of the other boys outside. He rolls 
the ball out of the circle and tries to tag a boy. If he" 
tags a boy before the ball is kicked back into the circle 
that boy assists him to catch the others. As soon as 



70 CAMP AND OUTING ACTIVITIES 

the ball is kicked back into the circle, the circle tender 
must return and kick it out before he "can tag another 
boy. 

The Staff Run 

Two tent groups play this game against two other 
tent groups. We will call them A and B, C and D. A 
and B groups are partners and form into two columns, 
the boys standing one behind the other, the first boys 
in the columns facing each other about fifty feet apart. 
C and D groups do the same, forming beside the other 
columns and about fifteen feet distant. 

The leader stands in the center of the space after 
handing a staff to the first boy of each of the opposing 
columns in front of him. 

Upon a given signal the boys with the staffs run across 
as quickly as possible to the head boys of their partner 
columns, hand them the staffs and retire from the game. 
The boys now holding the staffs run across and hand 
them to the first of the remaining boys of their partner 
columns, and retire; and so on back and forth until the 
last boys carry the staffs to the leader. 

— Sir Baden Powell, "Scouting Games." 

Three Deep 

The boys form a circle, two deep, one behind the 
other. One player is selected as Runner and another as 
It, or Chaser. The chaser tries to tag the runner before 
he can get in front of a couple. If the runner gets 
there, the third boy becomes the runner and the chaser 
tries to tag him. This goes on until one is caught. He 
then becomes the chaser, and the game goes on. 

This game is also good for indoors. 



GAMES FOR THE CAMPUS 71 

Wheelbarrow Race 

This race is run by several teams of two. Distance, 
one hundred yards. One boy is the wheelbarrow, who 
proceeds on both hands, while his legs are held by his 
partner. 

Whip Tag 

Have the boys form a large circle, with hands behind 
them, and facing the center. One player runs around 
the outside of the circle and places a "beetle" (a towel 
with a knot in the end) in the hands of one of the 
players. This player chases the other and has the oppor- 
tunity to hit him with the beetle until he gets back to 
the place he has left. The holder of the beetle now 
continues the game. 

Yale Lock Tag 

This game originated at Yale University. The players 
form in pairs with arms locked and scatter over the 
campus. One player is selected for Runner and another 
for Chaser. The chaser tries to tag the runner, who 
may save himself by locking arms with any one of a 
couple. This compels the third player to leave his part- 
ner and take the place of the runner and the player 
tagged becomes the chaser. 

Suggestions 

The following familiar games that need no explana- 
tion can be played to good advantage. 

Follow the Leader, Leap Frog, Duck on the Rock, 
Cross-Tag,^ Squat-Tag, Crack the Whip, Obstacle Race, 



^2 CAMP AND OUTING ACTIVITIES 



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74 



CAMP AND OUTING ACTIVITIES 



Potato Race, Relay Races, Tug--of-War, Hopping Race, 
Wheelbarrow Race, Chariot Race, Skin the Snake, Run 
Sheep Run, Sack Race, Hop-Scotch, Line Tug-of-War, 
and Three-Legged Race. 
For more games, refer to the following books: 




Potato Race 



"Games for the Playground, Home, School and Gym- 
nasium," by Jessie H. Bancroft; *Tlay," by Emmett D. 
Angell; "Handbook of Boy Scouts of America." 

Many leaders state that they have had success in 
promoting Tether Ball, Javelin Throwing, Croquet, and 
Volley Ball on the campus. 



CHAPTER III 
GENERAL CAMP AND OUTING GAMES 

Ambushing 

The main body advances along a road, with Scouts 
thrown out on either side to prevent any danger of sur- 
prise. 

Two groups (the enemy) are following them behind, 
and attempt to ambush them by one group getting in 
front and the other attacking in the rear. They shadow the 
main body, as it advances until a suitable part of the country 
is reached, when one group attempts to get ahead by going 
around in a semi-circle and joining the road again fur- 
ther on. If they can do it, they hide in an ambush and 
attack the main body when it comes up ; the other 
group, which has been following behind, should then 
immediately attack in the rear. For a successful am- 
bush, the group in the rear should be able to attack 
immediately the ambush is reached; and so should follow 
closely behind. If the group making the semi-circle is 
seen, it should be followed and the ambush discovered; 
the members of this group and of the other group be- 
hind can be captured by merely be4ng touched. 

— Sir Baden-Powell, "Scouting Games." 

Attack on Camp (i) 

The campers should be divided into two companies or 
battalions, one company guarding the camp by placing 

75 



ye CAMP AND OUTING ACTIVITIES 

their men on the guard line completely encircling the 
tent grounds. The attacking party should be outside the 
guard lines in the woods trying to get through the line 
of the defense. If the attacking party succeeds in get- 
ting through the lines and in carrying off a hat placed 
on one of the tables in the mess tent and in safely re- 
turning outside the guard line, the camp is captured. 

Attack on Camp (2) 

Divide the boys into two groups, one called the de- 
fenders, the other the attackers. All the boys wear on 
their hats numbers, three inches high, printed in black 
on a white background, decipherable at a distance of 
one hundred yards. 

When all is ready, the attackers are marched into the 
woods near camp, and are requested to advance upon 
the defenders under cover. 

If the defenders are able to read the numbers on a 
boy's hat correctly, he calls out the number to the um- 
pire and writes it down ; also the same thing applies to 
the attackers. When only fifty yards separate the two 
parties the umpires call out the names of those who are 
supposed to be shot, and they drop out of the game. 
When the attackers are near enough they charge. The 
side having the most left wins. 

Barrel Boxing 

The boys will declare this the very best ever. Take 
two sugar barrels, knock the bottom out of each and 
nail the hoops securely all round with small nails. Be 
very certain there are no sharp nails or splinters, and, if 
convenient, pad the top of the barrels. The game should 
be played on sand or sod, so as to avoid hard bumps. 



GENERAL GAMES ^y 

Each boxer is placed in a barrel and the referee calls 
the game. The contestants each pick up their barrel and 
move toward the approaching player. When they get 
near enough to box the game is to see who can knock the 
other over first. Each down is a round. Avoid over- 
doing it. If barrels are carefully prepared there is no 
danger of accident. Be sure the barrels are large 
enough so as to allow the contestants free movement on 
the inside. 

Cowboys, or Cattle Rustling 

Choose sides in the usual manner; let each player pro- 
vide himself with some object to represent a cow, such 
as a stick or a stone. 

Lines should be fixed on opposite sides of an open 
space to indicate the ranches of the two factions. The 
space between is the battleground. Each side must place 
its cattle in a line in its own ranch. 

The object of each player is to guard the cattle on his 
side from the rustlers opposite and to watch his oppor- 
tunity to rustle or capture a cow from the boys on the 
other side. Any boy found in your ranch or in the cen- 
tral space may be made prisoner by slapping him on the 
back three times, or holding him long enough to repeat 
"one, two, three." Every prisoner captured takes sides 
with his captors and tries to rob his late friends. The 
game lasts until all the cows or all the cowboys, or both, 
of one side are captured by the other. 

As a rule, this game is played in the twilight, and 
there are great opportunities for slyly creeping into the 
enemy's ranch, when they are all busy defending a united 
attack, or when they are all busy in a raid and leave 
their own cattle unguarded. Your ranch is home for 



78 CAMP AND OUTING ACTIVITIES 

your own side, and no one can capture a rustler on his 
own ranch, or on his own side of a line drawn in the 
middle of the open space. 

— D. C. Beard, "The Outdoor Handy Book/' 

Catch the Fox 

One boy is called the Fox, who starts out from camp 
and hides himself in the woods. When about fifteen min- 
utes elapse the boys or hunters start out to find him. 

The object of this game is for the fox to get back to 
the camp before the hunters catch him. When he is 
spotted, a run ensues. The boy who catches the fox 
becomes the fox, and the game goes on. 

A Compass Game 

Here is a game which the Shanghai Scouts play. Com- 
peting scouts start from a base line, each with a different 
compass-bearing given him, to a flag some distance away 
— not necessarily straight in front of the scout. 

Each competitor has a basket over his head, or a broad- 
brimmed hat with paper or linen hanging down all round, 
so that he can see only the ground at his feet and the 
compass in his hand, but cannot look ahead. 

By walking exactly on the given bearing, he will reach 
the allotted point — it may be flagpole, or a mark or stone, 
or a coin on the ground. 

Deer-Hunting 

The deer hunt has proved to be a most successful game. 

The deer is a dummy, best made with a wire frame, on 
which soft hay is wrapped till it is of praper size and 
shape, then all is covered with open burlap. A few 
touches of white and black make it very realistic. 



GENERAL GAMES 79 

If time does not admit of a well-finished deer, one 
can be made of a sack stuffed with hay, decorated at one 
end with a smaller sack for head and neck, and set on 
four thin sticks. The side of the deer is marked with a 
large oval, and over the heart is a smaller one. Bows 
and arrows only are used to shoot the deer. 

A pocketful of corn, peas, or other large grain is now 
needed for scent. The boy who is the deer for the first 
hunt takes the dummy under his arm and runs off, get- 
ting ten minutes' start, or until he comes back and shouts 
"Ready !" He leaves a trail of corn, dropping two or 
three grains for every yard and making the trail as 
crooked as he likes, playing such tricks as a deer would 
to baffle his pursuers. Then he hides the deer in any 
place he fancies, but not among rocks or on the top of a 
ridge, because in one case many arrows bould be broken, 
and in the other, lost. 

The hunters now hunt for this deer just as for a real 
deer, either following the trail, or watching the woods 
ahead; the best hunters combine the two. If at any time 
the trail is quite lost, the one in charge shouts "Lost 
Trail!" After that the one who finds the trail scores 
two. Any one giving a false alarm by shouting "Deer!'' 
is fined five. 

Thus they go till some one finds the deer. He shouts 
"Deer !" and scores ten for finding it. The others shout 
"Second!" "Third!" etc., in order of seeing it, but they 
do not score. 

The finder must shoot at the deer with his bow and 
arrow from the very spot whence he saw it. If he 
misses, the second hunter may step up five paces, and 
have his shot. If he misses, the third one goes five, and 
so on till some one hits the deer, or until the ten-yard 



8o CAMP AND OUTING ACTIVITIES 

limit is reached. If the finder is within ten yards on 
sighting the deer, and misses his shot, the other hunters 
go back to the ten-yard limit. Once the deer is hit, all 
the shooting must be from the exact spot whence the 
successful shot was fired. 

A shot in the big oval is a body wound; that scores 
five. A shot outside that is a scratch; that scores two. 
A shot in the small oval, or heart, is a heart wound; it 
scores ten, and ends the hunt. Arrows which do not 
stick do not count, unless it can be proved that they 
passed right through, in which case they take the biggest 
score that they pierced. 

If all the arrows are used, and none in the heart, the 
deer escapes, and the boy who was deer scores twenty- 
five. 

The one who found the dummy is deer for the next 
hunt. A clever deer can add greatly to the excitement 
of the game. 

Originally paper was used for scent, but it is bad. It 
littered the woods, yesterday's trail was confused with 
that of to-day, etc. Corn proved better, because the birds 
and the squirrels kept it cleaned up from day to day, and 
thus the ground was always ready for a fresh start. 
But the best of all is the hoof-mark for the shoe. These 
iron hoof-marks are fastened to the shoes, and leave a 
trail much like a real deer. This has several advantages. 
It gives the hunter a chance to tell where the trail dou- 
bled, and which way the deer was going. It is more 
realistic, and a boy who can follow this skilfully can 
follow a living deer. In actual practice it is found well 
to use a little corn with this on the hard places — a plan 
quite consistent with realism, as every hunter will recall. 

It is strictly forbidden to any hunter to stand in front 



GENERAL GAMES 8i 

of the firing-line; all must be back of the line on which 
the shooter stands. 

There is no limit to the situations and curious combi- 
nations in this hunt. The deer may be left standing or 
lying. There is no law why it should not be hidden 
behind a solid tree trunk. The game develops as one fol- 
lows it. After it has been played for some time with 
the iron hoof-mark, as above, the boys grow so skilful 
on the trail that we can dispense with even the corn. 
The iron mark like a deer hoof leaves a very realistic 
"slot" or track, which the more skilful boys readily fol- 
low. — Reprinted from "Boy Scout Manual" 

by special permission of Ernest Thompson Seton. 

The Den of Wild Beasts 

Each player represents some wild and ferocious ani- 
mal, and each one chooses a convenient tree, post, or 
stone for his particular den. All then make a terrible 
noise, the Lion roars, the Panther screams, and the Wolf 
howls as a signal for the game to commence. 

The most venturesome and alert lad leaves his den, 
keeping a close watch upon his neighbors. He dances 
around to entice them from their dens and soon succeeds 
in drawing a crowd to the center of the field. 

The fun then begins. No animal can be captured while 
at its own den, and no animal can be captured while 
bringing home a captive. Any animal which leaves its 
den last may capture any one of those already in the 
field. If the lion is away from his den and the tiger is 
not, the tiger may leave his den and give chase to the 
lion, and if the wolf from his den sees them, he may 
give chase to both. But if the lion in the meantime 



82 CAMP AND OUTING ACTIVITIES 

touches his own den, he may start out in pursuit of both 
tiger and wolf. 

Captures are made by tags or touches with the hand. 
The animal tagged deserts his former den and joins with 
his captor in pursuit of the others. Often a den will 
contain a lot of animals, and a few moments later it will 
be cleaned out by the skill and dexterity of some wolf, 
panther or lynx. The game ends only when all the ani- 
mals are collected in one den and there are none left to 
capture. — D. C. Beard, "The Outdoor Handy Book." 

Deer Stalking 

The leader of a group is the Deer. He is not allowed 
to hide, but stands erect and is permitted to move occa- 
sionally. 

After the leader has been away for about ten minutes 
the Hunters start out to find the deer, each being careful 
not to be seen by the deer. If'the deer sees the hunter, 
he directs him to drop out of the game. After a given 
time, the leader blows a whistle, all the hunters stand up 
on the spot, and the one nearest the deer wins the game. 

Moonlight Excursions 

Moonlight evenings can be turned into profitable social 
stunts, by taking small groups out through the woods, or 
in boats down the river, or on the lake, holding a mock 
trial around a fire, or having light refreshments served. 
A straw ride also creates much sociability. 

Far and Near 

An umpire goes along a given road or line of country 
with a group. He carries a scoring card with the name 
of each boy on it. 



GENERAL GAMES 83 

Each boy looks out for the details required, and di- 
rectly he notices one, he runs to the umpire and informs 
him or hands in the article, if it is an article he finds. 
The umpire enters a mark accordingly against his name. 
The boy who gains most marks in the walk wins. 

Details like the following should be chosen, to develop 
the boy's observation and to encourage him to look far 
and near, up and down, etc. 

The details should be varied every time the game is 
played; and about eight or ten should be given at a time. 

Points. 

Every match found i 

Every button found i 

Birds' foot-tracks 2 

Patch noticed on stranger's clothing or boots 2 

Gray horse seen 2 

Pigeon flying 2 

^Sparrow sitting . . . .' i 

Ash tree 2 

Broken chimney-pot 2 

Broken window i 

— "Scouting for Boys." 



Find the Flag 

The leader of the camp hides a flag in some remote 
part of the woods. He carefully writes out on paper a 
description of the place and hands one to each leader of 
a tent. At a given time they all set out to find the flag. 
The tent that secures It keeps It and places it on the front 
of their tent. 



84 CAMP AND OUTING ACTIVITIES 

Finding Places 

The leader goes for a walk in the country a day or 
two before this game is played, taking with him a supply 
of plain cards. On each card he writes a short descrip- 
tion of various places he passes, such as "Wooden bridge 
over stream with three willows near," or "White fiye- 
barred gate near ruined cottage." 

On the day the game is played, these cards are dis- 
tributed among the boys, who are allowed a certain time, 
according to local conditions, to discover the places de- 
scribed on their cards and report to the leader, who 
remains at the starting point all the time. The boy who 
returns giving a full description of the place wins the 
game. — Sir Baden-Powell, "Scouting Games." 

Flag Game 

The campers are divided into two groups, known as 
Reds and Blues. Each wears an armband around the 
left arm, the color of his side. The field of action must 
be governed by the local conditions. It should be at 
least one-half mile wide and one-half to three-quarters 
of a mile long, and consist of such property that the 
boys would be free to tramp over. A larger territory is 
even more desirable. A wooded section adds to the in- 
terest of the game. 

The field of action is equally divided and one-half is 
given to the red force and one-half to the blues; each 
force has five large flags, 30 by 30 inches, and ten small 
flags, 12 by 18 inches, which they place in their own 
territory; each flag must float to the breeze. The placing 
of the flags is done by the leader of each side accom- 
panied by a judge previous to the starting of the game. 



GENERAL GAMES 85 

The start is made at a point equally distant from both 
territories. Each force at once enters its own territory 
and distributes its men to protect its own flags. The next 
step is to invade the opponents' territory and capture their 
flags. Each flag captured counts ten points — each small 
flag five points. 

A man may be put out of action by being captured and 
held by two men and his armband taken. However, he 
must be outnumbered two to one before being placed out 
of action. He cannot resume the game. Each armband 
turned in at the close of the game counts three points. 
A man, when captured, retains any flags or armbands 
he may have in his possession, but should he be captured 
when in the act of taking possession of a flag, that flag 
must be replaced. 

The winner is the side securing the largest number of 
points from flags and armbands captured. There should 
be several judges distributed throughout the territory to 
see that the rules of the game are observed. The time 
of the game may be from one to three hours, according 
to conditions. 

Front Duty 

The players select two leaders whose generalship 
throughout the game can be relied upon. The leaders, 
in turn, enlist their followers. When the sides are chosen 
the opposing forces march in opposite directions and fly 
their respective standards above their camps. The forces 
bivouacking soon become deeply interested in an engage- 
ment between the outposts, or pickets, a number of which 
have been placed on guard by each commander at a short 
distance from the camps. Finally one of the combatants 
is overpowered and brought within the enemy's picket 



86 CAMP AND OUTING ACTIVITIES 

line. The struggle between the outposts continues until 
the last on either side returns to his camp to report that 
the enemy is in sight. Immediately a line of battle is 
formed, the players in single or double lines in front 
locking arms, or grasping hands, the command to 
"Charge !" following. Amidst songs and shouts and the 
din of battle the hosts meet. The side which is success- 
ful in forcing its opponents to retreat a given distance 
wins the battle. — Mind and Body, Vol. I. 

A Message to Garcia 

This is an exciting camp game that can be quickly ad- 
justed to any sort of local conditions. Prepare a num- 
ber of flour shells, by tying a spoonful of flour up in a 
bit of thin tissue paper. Select a spot in as thick a woods 
as possible. Place all campers anywhere that they see 
fit within three hundred feet of the chosen spot, arm 
them with shells, and the game consists in having several 
boys attempt to get to the center point through the lines 
without getting hit above the waist with a flour shell. 
It is an excellent combination of stalking, woodcraft, and 
careful planning. As soon as a man with a message is 
shot down, the man throwing the fatal shot becomes 
messenger in his place, and the game goes on until the 
"message is carried to Garcia." 

Indian Hunt 

Sides are chosen by two leaders, including every mem- 
ber in camp, except one leader, who must remain at 
home and one to go to the neutral zone or the place where 
all Indians must report. The object of the game is for 
every boy to go from the starting place and report at the 
neutral zone and from there return by a different route 



GENERAL GAMES 87 

to the starting place without being seen by an Indian of 
the other side. 

When an Indian sees an opponent, he must call the 
opponent by name, whereupon the boy whose name has 
been called must stop, take off his hat, and give it to the 
boy who called his name, or place it on the ground if 
the opponent so desires. The person who has thus been 
scafped must return to camp immediately, and he has no 
right to aid or abet a tribesman in making known the 
whereabouts of their opponents. He is to all intents and 
purposes a dead Indian. 

The neutral zone should be a place in an opening or at 
a building at which every Indian should report to the 
leader and be given a fair chance to get under cover be- 
fore he can be scalped. 

How the points count: 

Indian returning with his own hat, i point. 

Indian returning with his own and other hats, i point 
for each hat. 

Indian returning scalped, but having first secured scalps 
from his opponents is credited with ^ point for each 
scalp. 

No Indian may secure a scalp after having lost his 
own. 

Wherever it is possible to make a complete tour, by 
going one way and returning another, the interest in the 
game is greatly increased. Sometimes the game is suc- 
cessfully played after it becomes dark, both tribes going 
in opposite directions and often making detours of four 
or five miles in order to avoid their opponents. 

The success of this game depends upon the honesty of 
each boy. 



88 CAMP AND OUTING ACTIVITIES 

Lion Hunt 

One boy represents the Lion, who starts out one-half 
hour before the Hunters. His pockets are full of cut-up 
paper, which he drops at intervals, so the hunters can 
track him. He also carries six pine cones, or balls of 
paper, to defend himself. 

When he is tracked to his lair, the hunters, who are 
each armed with one pine cone, or ball of paper, can 
throw them at the lion, and if he is hit three times he is 
killed. If the lion hits any of the hunters they are killed. 
The lion should have twice as many balls to throw as 
the hunters. 

If the lion can kill three men before they kill him he 
is winner. 

Observation 

On a hike, to develop the power of observation in the 
boys, make out a list of different objects that you are 
likely to pass and give to each boy, such as cow, house, 
sheep, goat, dog, cat, horse, hawk, etc., each counting one 
point. Only the boy seeing the object first gets the point, 
and the one getting fifteen points first wins. 

This can vary by agreeing upon plants, trees, birds, 
etc. 

One Tree Away 

For this game a base is marked out, usually by a circle 
of trees with scarves attached, on fairly level ground 
free from stumps and loose stones. 

The next ring of trees encircling this base is the de- 
fense line. 

The party is divided into two sides, Stormers and De- 
fenders, in alternate games, which may last from ten to 
twenty minutes each. 



GENERAL GAMES 89 

The defenders remain in the base while the stormers 
retire out of sight. As soon as they have taken up their 
positions the umpire blows his whistle three times and 
the attack commences; the defenders leaving the base 
and sending scouts well forward to obtain all possible 
information of the enemy's movements. 

The object of the stormers is to get as many men as 
possible into the base untouched by the defenders before 
the umpire's whistle finishes the game. 

Each man gaining the base untouched scores a point 
in favor of the stormers ; he should sit down well within 
the base line in order not to obstruct his own side. 

No stormer may be touched so long as he has one hand 
on the trunk of a tree, and should he be unduly crowded 
by the defenders he may order them "One tree away." 
A tree affords protection to only one stormer at a time 
and may not be held by a defender. 

If a stormer is touched, he must at once proceed to 
the prisoners* camp near the base, where he can watch 
the game and be out of the way of the combatants. 
When the game has started no defender may enter the 
defense line mentioned above except in actual pursuit of 
a stormer; on missing or touching him he must at once 
go outside again before attempting to tackle another. 
Flags tied to small sticks (not poles) may be borne by 
some of the stormers, and a stormer who carries his 
flag into the base may demand the release of a prisoner. 
— Sir Baden-Powell, "Scouting Games." 

Object Hunting 

This is a very interesting game. The one in charge has 
a sheet of paper; at the head of one column after another 
he places the name of some object the others are to 



90 CAMP AND OUTING ACTIVITIES 

bring. For instance, a piece of mica, a golden rod blos- 
som, or the bark from a cedar tree. In fact, anything 
to make the boys think and use their eyes. The objects 
are announced and at the word "Go !" each one runs as 
quickly as possible and brings back the required object. 
They line up and, after examination of the things, they 
are marked one, two, three, etc., in the order in which 
they return. The winner is he who has the smallest time 
score at the end of the contest. This game is even 
more enjoyable if played at night. 

Protecting the Medicine Scalp 

This is a good game for a quiet day in camp. Hang 
the Big Medicine Scalp — which may be anything decided 
upon by the boys — on a flagpole or tree centrally located 
and in plain sight and well out of reach of the tallest man. 
Pick a certain number of spies from the campers, who 
shall endeavor during the twelve hours of a day to get 
down the scalp and hide it. Just who the spies are 
should be kept a strict secret until they let the fact be 
known themselves by being caught in an attempt to secure 
the scalp. It offers a rare chance for strategy and clev- 
erness. 

Cross Country Runs 

No boy who has not had a careful heart examination 
should be allowed to participate in cross-country runs, 
but for sound, healthy fellows they are great sport, espe- 
cially if the run can be arranged through big open tim- 
ber. Let two sides run against each other by having one 
group make the start and the other group run from 
the destination back to camp. 

The Hare-and-Hound Race is a form of cross-country 



GENERAL GAMES 91 

running, and can be made a very popular camp game 
by making adequate preparation in advance. 

Take an evening at the camp fire and tear paper for a 
scent, and lay out two possible courses, either of which 
the hares may take. Arrange the contest as even as pos- 
sible. Do not make the mistake of making all your best 
runners hares, and thereby insuring a losing game for 
the hounds from the beginning. 

There are dozens of forms of the game of chase, all 
of which are exciting and worth while. 

Determine. bounds in a piece of timber; choose three 
Skunks, and give them three minutes to hide. The 
Hunters must touch the skunk on the back before he is 
caught. 

Another way is to arm the escaped prisoners with 
walking sticks pointed at one end; allow them a start and 
compel them to make an arrow each time they deviate 
from a straight course, cross a log, stream, or any ob- 
struction. As soon as any one prisoner is caught the 
others can scatter and each one make his own trail. 

Roadside Whist 

While the boys are walking along the road let one-half 
watch one side and the rest the other side. 
Scoring : 

A baby 2 points 

A black horse i 

A white horse 2 

A ladder against a house 3 " 

Other things can be added from time to time. A given 
number of points wins the game. 

This can be varied by counting dogs, or guessing the 
color of horses' tails, or counting wagons that are seen. 



92 CAMP AND OUTING ACTIVITIES 

Rabbit Hunt (i) 

Three Rabbits (boys) are sent out after breakfast and 
hide themselves in the thickets, a limit being given as to 
where they may go. When they have been gone an hour 
or two, the rest of the boys start out to find them. If 
they are spotted with field glasses it counts, provided they 
tell which boy it is. After a certain time all return to 
camp. 

Rabbit Hunt (2) 

The game of Rabbit Hunting is suited for two hunters 
in limited grounds. 

Three little sacks of brown burlap, each about eight 
by twelve inches, are stuffed with hay. 

At any given place in the woods the two Hunters 
stand in a ten-foot circle, with their bows and arrows. 
One boy is blindfolded; the other, without leaving the 
circle, throws the Rabbits into good hiding-places on the 
ground. Then the second hunter has to find the rabbits 
and shoot them without leaving the circle. The lowest 
number of points wins, as in golf. If the hunter has to 
leave the circle he gets one point for every step he takes 
outside. After he sees the rabbit he must keep to that 
spot and shoot till it is hit once. One shot kills it, no 
matter where struck. For every shot he misses he gets 
five points. 

After his first shot at each rabbit the hider takes al- 
ternate shots with him. 

I'f it is the hider who kills the rabbit, the hunter adds 
ten points to his score. If the hunter hits it, he takes 
ten off his score. 

If the hunter fails to find all the rabbits, he scores 
twenty-five for each one he gives up. 



GENERAL GAMES 93 

The hider cannot score at all. He can only try to 
add to the hunter's score. Next time the two change 
places. 

A match is usually for two brace of rabbits. 

— "Boy Scouts of America." 

Robbers and Soldiers 

This game is best played in the country, where there 
are woods in which the Robbers may hide. 

The players are divided between Robbers and Soldiers, 
there being about ten robbers to fifty soldiers. The 
larger and stronger players are usually selected for the 
robbers. The soldiers have one general, who directs their 
movements, and the robbers a captain. The robbers are 
given five or ten minutes' start from the prison. The 
soldiers stand at this place marked as their fort or 
prison until the general gives the command for the search 
to begin. The object of the robbers is to hide so that 
the soldiers may not find them, and, when found, to re- 
sist capture if possible. They may hide by climbing trees, 
or dodging behind them, conceal themselves in under- 
brush, under dead leaves, etc. If played right, the game 
should be a very strenuous one, the resistance offered by 
the robbers requiring several soldiers to overcome. A 
robber may resist all the way to prison. A guard is 
appointed by the general for the prison, and prisoners 
may run away at any time if not prevented by the guard. 
The soldiers, in attempting to locate the robbers, will 
use many devices besides a simple hunt. For instance, 
they will form a large circle and gradually work in 
toward the center, thus surrounding any robbers who 
may be hidden within the territory so covered. The 
game is won when all of the robbers have been made 



94 CAMP AND OUTING ACTIVITIES 

prisoners. Old clothes are quite in order for this game. 
The soldiers will find whistles of advantage for sig- 
naling each other for help. 

— Jessie H. Bancroft, "Games for the Playground." 

Game of Renegade 

Choose up and divide into two sides, Indians and Whites. 
Have a camp for each where all are safe and a field 
between where captures can be made. Each hat counts 
a scalp and a boy without a hat is out of the game. 

Before the game begins put a number of pebbles in a 
hat and one piece of coal or black stone. Let each white 
man draw a stone, look at it privately, and put it in his 
pocket. The one drawing the black one is Simon Girty, 
but he must keep it secret and at first play on the side 
of the whites, but as soon as a good opportunity comes, 
he can grab the caps of some whites and desert to the 
Indians' camp. The side capturing the greatest number 
of scalps is the winner. 

— D. C. Beard, "The Boy Pioneers." 

Stalking 

A group of fellows gather at some rough spot in the 
woods where undergrowth is thick. One boy is given a 
whistle and allowed to run from the group for half a 
minute (or a minute, if the country is more open) in 
any direction he chooses. At the end of the stated time 
he stops and blows his whistle, when the other boys all 
start after him and try to creep up to the spot where he 
is standing without being seen. The boy with the whis- 
tle must remain within ten feet of the spot he has selected 
and does not hide. He keeps close lookout, and every 
time he sees one of the approaching stalkers he calls his 



GENERAL GAMES 95 

name, indicating where he sees him. The boy so named 
stands up at the spot where he is seen and keep his posi- 
tion until time is called. After a certain interval the 
first boy again blows his whistle, when every fellow 
stands up and shows himself, and the boy who is closest 
to the base of the whistle-bearer wins, and is given the 
whistle and allowed to go out first for the next period. 
The start each time is made from the former base of 
the whistle-bearer, so that it gives practically a new terri- 
tory to work in each time. 

Sham Battles 

Great fun may be had with a sham battle if the ar- 
rangements are made several days before the real fight. 
Make a large number of shells by tying a teaspoonful of 
white flour in a sheet of tissue paper. Divide your camp 
into two sides in the ratio of four to one, the smaller 
group to have the advantage of building a fort at any 
place they may choose. Give each Soldier a certain 
number of shells, then place a flag so it can be reached 
from the ground any place on the wall of the fort. 
Place an umpire inside the fort and one outside the fort, 
and allow the attacking army to approach the fort from 
any three sides. 

At a given signal the battle begins. Any man hit above 
the waist, except on the arms, is dead, and can fight no 
more. He may be wounded three times on the arms or 
legs before he is dead. 

The object of the battle is the flag. If a soldier 
gets the flag in his hands he is immune from shells until 
ten feet from the fort, when he may be fired upon and 
killed. The flag must be taken fifty feet from the fort 
before it is really captured. 



96 CAMP AND OUTING ACTIVITIES 

If wisdom is used in the choice of captains, this game 
will be a great success. Pine cones or green cat-tail 
heads may be used for ammunition, but if they are chosen 
the attacking army should be allowed to use shields made 
of green willow or alder saplings. 

The ammunition left by a dead soldier can be used by 
his comrades, but not by the opposing side. 

Shadowing 

Divide the group into two sections, one to be the 
Enemy and the others Shadowers. The enemy proceeds 
ahead, and the shadowers follow them. If a shadower 
is seen by the enemy they can give chase and, if caught, 
is added to their number. If he is not caught before 
he gets back to his group, the boy who chased him stays 
with the shadowers. After several miles have been cov- 
ered this way, a count is made, and the side having the 
larger number wins. Then the shadowers act as the 
enemy and the game goes on. 

Spelling 

In this game the players each contribute a letter toward 
the spelling of a word, their object being never to be the 
one to complete it, but to force the next player to do so; 
thus, one player may say T, the next E, the next N, and 
if no other letter can be added to form another word, the 
last speaker loses. 

Spider and Fly 

A bit of country or section of the town about a mile 
square is selected as the web, and its boundaries de- 
scribed, and an hour is fixed at which operations are to 
cease. 



GENERAL GAMES 97 

One group of boys is the Spider, which goes out and 
selects a place to hide itself. 

Another group of boys goes a quarter of an hour later 
as the Fly to look for the spider. They can spread them- 
selves about as they like, but must tell their leader any- 
thing they discover. An umpire goes with each party. 

If within the given time (say about two hours) the 
fly has not discovered the spider, the spider wins. The 
spiders write down the names of any of the flies that 
they may see; similarly the flies write down the names 
of any spiders that they may see, and their exact hiding 
places. Marks will be awarded by the umpires for each 
such report. 

The two sides should wear different colors or be dis- 
tinguishable from each other in some manner. 

— Sir Baden-Powell, "Scouting Games." 

Spot Your Staves 

This game is played in the same way as an ordinary 
paper chase, except that the hares are provided with a 
number of small circular gummed labels, such as are 
used by shopkeepers for marking the price on goods. 

Every time the trail is dropped not more than two 
labels should be dropped with it. As soon as the trail is 
picked up by a hound he blows his whistle. The other 
hounds immediately proceed to the spot and search for 
the two labels. When found they should be stuck onto 
the finder's staff and at the end of the chase the scout 
with the most labels wins. 

This tends to keep up the interest of the smaller scouts, 
who otherwise would soon be inclined to lag behind. 

— The Scout. 



98 CAMP AND OUTING ACTIVITIES 

The Torn Directions 

The leader should write a description of the way to 
find a lost treasure that was buried years ago, and then 
tear it in half and give one part to one division of the 
camp and the other part to the other division. By the 
description on the part held, each division is to try to 
find the treasure, which is a basket of apples, or some 
other eatable article. 

The Traitor 

Divide the boys into two groups. One group is called 
Cowboys and the other Indians. Select a nearby woods 
for this game and divide it equally between the two 
groups. In the cowboy camp is a traitor who promised 
the Indians to place a letter containing details of the 
cowboy camp in a tree which he will mark in a certain 
way. 

This tree should be near the center of the camp. The 
traitor leaves the camp and places the letter in the tree 
and returns. He is then arrested, but will not divulge 
the hiding-place. Then the cowboys set out to recover 
the letter before the Indians get it. Each boy is armed 
with fir-cones, and when an opponent is hit by a fir-cone 
he drops out of the game. This continues until the letter 
is found. A count is made and the side losing the great- 
est number of men is defeated. The side obtaining the 
letter counts it as four live men. 

Wolf and Sheep 

The boy who is to play the part of Wolf is selected 
by one of the numerous methods of counting out. The 
Sheep select one of their number for a shepherd-boy. 



GENERAL GAMES 99 

When this is arranged, the wolf departs to some place 
of concealment, a short distance from the spot selected 
for the fold. 

When the wolf has concealed himself, he sets up a 
most dismal howling, and the shepherd-boy, followed by 
his sheep, seeks to discover the wolf, and all the sheep 
cry "Bah ! Bah !" As soon as the shepherd-boy dis- 
covers the wolf he announces the fact with these words, 
"I spy a wolf !" Immediately he and all his sheep take 
to their heels, closely pursued by the wolf. If the wolf 
catches or tags a sheep or the shepherd before he reaches 
the fold, the one caught is wolf for the next game. 

In Brooklyn the shepherd, or any one of the sheep 
who spies the wolf, cries "Stand !" At the cry of "Stand" 
all — wolf, sheep and shepherd — remain stationary until 
the shepherd counts ten. As the word "ten" is pro- 
nounced the spell is broken, and there is a wild race for 
the fold. 

— D. C. Beard, "The Outdoor Handy Book." 

Wool Collecting 

Cut up in equal lengths some cheap skeins of wool 
(not bright colors) and lay a trail through the woods or 
over the fields, dropping some on the ground and tying 
on trees or fences. When all is ready start the boys out 
to pick it up. The boy returning with the most pieces 
wins the prize. 

War Game (i) 

This game is very popular in the camp where it origi- 
nated. The boys are divided into two Armies, each hav- 
ing their own general and captains. If a camp has six 
tents there could be three tents on each side and the 



100 CAMP AND OUTING ACTIVITIES 

leaders of the tents could be the captains, while some 
extra leader might act as general. The boys on one side 
wear handkerchiefs suspended from their necks by a 
light cord and left hanging down their backs. The 
boys on the other side wear a different colored hand- 
kerchief or a necktie fastened in the same way. Each 
side has its headquarters to defend, one side possibly 
taking the campus and the other side a building at some 
distance from the opposite party, between which there 
is plenty of room for scouting and secret movements. 
There ought to be at least a quarter or half a mile dis- 
tance between the two headquarters. At a signal by a 
cannon or bell the war commences. The generals usually 
divide their armies into three parties, one a small scout- 
ing party, second, a defensive party, and the third an 
offensive party to locate the enemy and to bring back 
word of their movements. The offensive party then at- 
tempts to get to the enemy's headquarters and capture 
it. When the offensive forces meet the fighting takes 
place in the following manner : Each side tries to se- 
cure the largest number of the enemy's scalps, as the 
handkerchiefs and ties are called. When a warrior loses 
his scalp he may be declared dead, if it has been so 
agreed upon at the beginning of the encounter, or, if not, 
he is sent to a neutral place, where an exchange of 
prisoners is effected. Whenever there are five pris- 
oners from each side, an exchange is made by five 
being returned under a flag of truce to their own gen- 
eral. The neutral zone is taken charge of by someone 
who is not fighting, and usually consists of a large 
circle or some building conveniently situated between 
both headquarters. By this exchange of prisoners it is 
possible to prolong the War indefinitely unless one side 



GENERAL GAMES loi 

is very much superior to the other. The game may 
commence in the early afternoon, and last until supper- 
time. Shortly before supper the cannon signal or the 
ringing of a bell indicates that no further exchange of 
prisoners will be allowed and then the fight proceeds to 
an end, either one side or the other being annihilated. 
This war game furnishes many of the actual conditions 
of war. There is opportunity of ambuscades, individual 
feats of prowess," skirmishes, or battles which take in all 
of the forces. It always proves immensely exciting, both 
to the boys and the leaders, and never fails to interest 
them. 

This can be effectively worked in small towns as 
well as in camps, the principal thing being sufficient space 
and woods. The hand-to-hand fighting is very interest- 
ing in itself and aft'ords many exciting contests between 
individual boys to defend their scalps. 

The War Game (2) 

Divide the camp into opposing Armies. Tents may 
oppose one another if the camp is large. One army shall 
be the defenders and the other shall attack. Assign to 
the defenders a territory, placing in the center of this an 
Am-erican flag. It shall be the duty of the attackers to 
get a man through the lines of the defenders and at least 
touch the flag within a given time limit. A field sur- 
rounded with woods is a good place to play. If an at- 
tacker be touched by a defender, he is out of the game. 
Boys always enjoy this game, as it gives a chance to 
exhibit skill in getting through the lines. There is al- 
ways excitement in the defense and attack for all partici- 
pants. 



CHAPTER IV 

STORMY-DAY ACTIVITIES 

"Variety is the spice of life," and so in most camps 
a stormy day is welcomed occasionally, especially if it 
has been prepared for in advance. If you are fortunate 
enough to have a fireplace, so much the better; if not, 
by all means keep a wood fire burning. It is a great cure 




A Stormy Afternoon 



for "grouchiness" and drives many a little demon of 
home-sickness out of a camp on a stormy day. 

Nearly every camp has its story-teller, and it is now 

102 



STORMY-DAY ACTIVITIES 103 

that he is much in demand. Choice books of short sto- 
ries are taken from the leader's box, and the big dining 
tent is cleared for action, for, as the weather changes, so 
changes a boy's desires; after a few good stories must 
come games and stunts, with much variety. Short, 
snappy events are welcomed best; events in which all can 
take part. 

The old graphophone is wound up and forced to tell for 
the thousandth time that season how Uncle Josh visited 
New York, followed by the Victor minstrels with their 
jokes that were long ago learned by heart. Perhaps a pot of 
taffy cools on the kitchen stove, or a bag of fresh 
roasted peanuts, that have been in the country store since 
last Fourth of July, surprise the energetic campers; but 
at any rate new and unheard-of things must appear on 
the program one after another, until every camper will 
remember that stormy day as one of the jolliest and best 
of all his outing. 

The following simple games and stunts are suggestive, 
and can be conducted with practically no preparation or 
equipment. 

Animal Blind Man's Buff 

The players form a circle, and one player Is placed in 
the center, blindfolded, with a stick or cane in his hand. 
The players dance around him, until he taps three times 
on the floor with his cane, when all must stand still. The 
"blind man" then points his cane at a player, who takes 
the other end in his hand and is commanded to make 
a noise like an animal, such as a dog, donkey, cat, etc. 
The blind man tries to guess by this who the boy is. 
If he guesses right, they change places. 



104 



CAMP AND OUTING ACTIVITIES 



Bear Fight 

A circle about ten feet in diameter is drawn upon the 
floor. The two Bears, or contestants, step into the ring, 
fold their arms, and at a given signal hop toward each 
Other on one leg. The object is for one to push the 
other out of the circle. The butting is done with the 
shoulders and upper arms. 

Belmont Park 

This game originated in a Young Men's Christian As- 
sociation camp, when a tent leader, who wished to punish 




Belmont Park 



his boys mildly, made them sit down on the floor and 
hunch themselves around their trunks so many times. 
This is good to use in the dining-room, the boys making 
so many laps around a table, thus called Belmont Park. 



STORMY-DAY ACTIVITIES 105 

Books for Rainy Days 

"Days Off," Henry Van Dyke. 

"Fisherman's Luck," Henry Van Dyke. 

"Freckles," G. Stratton Porter. 

"Laddie," G. Stratton Porter. 

"Buffalo Roost," F. H. Cheley. 

"Rolf in the Woods," Ernest Thompson Seton. 

"Pecks in Camp," A. T. Dudley. 

"The Blazed Trail," Stewart Edward White. 

"Kindred of the Wild," C. G. D. Roberts. 

"The Three Rivers Kids," F. H. Cheley. 

"Four in Camp," Ralph Henry Barbour. 

"Crooked Trails," Frederick Remington. 

"Cattle-ranch to College," Russell Doubleday. 

"The Horsemen of the Plains," Joseph A. Altsheler. 

"Tom Strong, Washington's Scout," A. B. Mason. 

"Wells Brothers : The Young Cattle Kings," A. Adams. 

"The Cruise of the Cachalot," F. T. Bullen. 

"Rhymes of a Rolling Stone," Robert W. Service. 

"The Man from Glengarry," Ralph Connor. 

"The Doctor," Ralph Connor. 

"Camp Venture," G. C. Eggleston. 

"The Alan Without a Country," E. E. Hale. 

"Around the Fire," H. M. Burr. 

"Poems of Action," David R. Porter. 

"The Adventures of Billy Topsail," N. Duncan. 

"Four Afoot," R. H. Barbour. 

"Kim," R. Kipling. 

"Lure of the Labrador Wild," D. Wallace. 

"Ungava Bob," D. Wallace. 

"Beach Patrol," W. Drysdale. 

"Held for Orders," F. H. Spearman. 



io6 CAMP AND OUTING ACTIVITIES 

'The Humming Bird," O. Johnson. 

"The Varmint," O. Johnson. 

''On the Old Kearsarge," C. T. Brady. 

'The Oregon Trail," F. Parkman. 

"Along the Mohawk Trail," P. K. Fitzhugh. 

"Boy Scouts in the Maine Woods," J. Otis. 

"Campmates," Kirk Munroe. 

"The Kidnapped Campers," F. A. Canfield. 

Blindfolded Boxing Match 

This is an excellent fun maker, but must be carefully 
watched. Choose the boxers, then draw a great circle 
around them and inform them that the first man that 
steps outside the circle is out. Blindfold them securely 
and put on the gloves. Turn each combatant around 
several times until he has lost his sense of direction, and 
then declare the fight on. Incidentally the two blind- 
folded boys are widely separated, and two other boys are 
used as "teasers," to make them think they have found 
each other. When the fight has gone on long enough 
declare both winners. 

Bull in the Ring 
The boys form a circle, all joining hands. One boy is 
requested to be the Bull in the ring. He attempts to 
escape, by passing under or over the arms of the players, 
or by breaking through. If he succeeds, the player who 
is most responsible takes his place in the ring. 

Boston 

Arrange chairs in a circle and number the players. 
One boy is blindfolded and placed in the center. He calls 
out two numbers; the bearers of these numbers are re- 



STORMY-DAY ACTIVITIES 107 

quired to change seats, while he tries to catch one. If 
he does, they change places and the game proceeds. 

Botanical Puzzle 

Write the following questions on cards cut in the shape 
of apples or pumpkins. A cabbage or squash hollowed 
out and filled with bonbons makes a suitable prize. 

1. What vegetable may be found in a boat? Leeks. 

2. What flower appears on the face of a clock twice 

in twenty-four hours? Four o'clock. 

3. What plant does a shepherd watch ? Flocks (phlox). 

4. A traveling Israelite? Wandering Jew. 

5. A body of water? Bay. 

6. Found in historical works? Dates. 

7. Found on a ship? Ragged sailor. 

8. In royalty's cap? Prince's feather. 

9. In my watch? Thyme. 

10. What opens at dawn? Daisy (day's eye). 

11. In the alphabet? L M (elm), U (yew). 

12. In a book? Leaves. 

13. In the water? Currants. 

14. How does a dandy look? Spruce. 

Balloon Volley Ball 

Stretch a string across the hall, and divide the boys 
into halves, placing them on either side of the string. 
Throw a small air balloon into the center. Each side 
tries to keep the ball from touching the floor on their 
side. When a side allows this, the other side scores a 
point. Ten points is game. The boys should be cau- 
tioned not to use their hands. Only the head can be 
used to bounce the ball. 



io8 CAMP AND OUTING ACTIVITIES 

Balloon Blowing 

Place the boys on opposite sides of a wide table and 
put a balloon in the center. At a given signal, one side 
tries to blow the balloon over the heads of their oppo- 
nents. If this is done, it scores one point. Ten points is 
game. 

The Chewing-Gum Contest 

Tie a stick of gum in the middle of a piece of string. 
Supply as many as you think will take part. 

Each of a pair of contestants takes an end of a string 
in his mouth, and at a signal begin to chew. The one 
that arrives at the gum first gets it. 

Celebrities 

Cut out of papers and magazines pictures of noted ath- 
letes, statesmen, preachers, soldiers, and authors, and 
paste them on numbered cards for the boys to guess. 
The boy who makes out the largest correct list wins a 
prize. 

This game can be varied by using pictures of fish, ani- 
mals, trees, flowers, birds, snakes, and insects. 

Cock Fighting (i) 

The group form a circle and two boys enter the ring. 
They take a squatting position with their hands clasped 
around their knees, and a broomstick is placed over the 
wrists, passing under the knees. The Cocks hop around 
in this fashion, trying to upset each other, while the boys 
in the circle cheer for their favorite cock. 



STORMY-DAY ACTIVITIES 109 

Cock Fighting (2) 

Although only two boys can play at one time, they will 
keep the rest of the company in roars of laughter. The 
tw^o who are to represent the Cocks having been chosen, 
both are seated upon the floor. Each boy has his wrists 
tied together with a handkerchief, his legs being secured 
just above the ankles in like manner; his arms are then 
passed over his knees, and a broomstick is pushed over 
one arm, under both knees, and out on the other side 
over the other arm. They are carried into the center of 
the room and placed opposite each other with their toes 
just touching. Each cock tries with the aid of his toes 
to turn his opponent over on his back or side. The one 
who can succeed in doing this first wins the game. It 
often happens that both cocks turn over at the same time, 
when the fight begins over again. 

Cat and Mouse 

Have the boys form a circle and select one player to 
be the Mouse, who takes his place inside the circle. An- 
other player is selected as Cat, and he takes his place out- 
side the circle. The object of the game is for the cat 
to catch the mouse. The boys forming the circle can 
assist the mouse, by letting it out or in the circle at any 
time, but the progress of the cat should be hindered. 
The introduction of another cat makes it more interest- 
ing. When a mouse is caught, he becomes the cat and 
then chooses the mouse from the circle. 

Ditch Tug-of-War 

Draw two parallel lines on the floor, about five feet 
apart, and line up even sides facing each other, toes 



no CAMP AND OUTING ACTIVITIES 

against the lines. The object of the game is for one side 
to try and pull the other over on their side. If this is 
done, that boy drops out of the game. Only one boy is 
allowed to pull another. 

Dog Fight 

Two players place themselves on their hands and knees, 
facing each other, about three feet apart. Put over their 
heads a band of leather or canvas, or of anything that 
will not hurt the heads, which must be kept up and back. 
At the word "Go !" the players pull against each other 
until one of them is pulled off the mat, or his head pulled 
forward, thereby releasing the strap. The other is the 
victor. 

Eskimo Race 

The boys taking part in this race, stand with hands and 
feet on the floor, the knees stiff, the hands clinched and 
resting on the knuckles. The elbows should be stiff. 
In this position a race is run, or rather "hitched" over a 
course long enough to thoroughly test the performers. 

Foot Pushing Contest 

This game is for two boys at a time. Have them sit 
down facing each other, clasping their knees with their 
hands, and lifting their feet until they touch. At a given 
signal they push each other in that position. The boy 
who is overbalanced two out of three times loses. 

First Aid Spelling Down 

Two leaders are selected and they choose sides. Every- 
body is in it. Sides line up. Scoutmaster announces the 



STORMY-DAY ACTIVITIES in 

first-aid subject and one leader gives first symptom, second 
leader next point. It goes back and forth as in the old- 
fashioned spelling bee. When case is finished, another 
is named. A scout missing a point sits down. 

— The Scout. 

Falling Stars 

Paint a dozen peanuts with ink or paint, then place 
them in a large bag of nuts and suspend the bag over 
the boys' heads. Then choose two captains, each of 
whom should have a stout stick. They shinney off, just 
as in a shinney game, and then strike the bag, which, of 
course, breaks and sends the peanuts in every direction 
to be scrambled for by the boys. Each plain nut counts 
one and the painted ones ten each. It is a strenuous 
game, but great fun. 

Grab the Hat 

This game is for two boys at a time. They step for- 
ward, place a hat on the floor and lean over it, each plac- 
ing his right hand under the arm-pit of the other. With 
the left hand they try to pick up the hat. If one suc- 
ceeds the other tries to hit him on the back before he 
comes to an upright position. If he fails, the other boy 
wins. 

Guessing the Spot 

Show a series of photos or sketches of objects in the 
neighborhood, such as would be known to all the boys 
if they kept their eyes open; for instance, cross-roads, 
curious window, gargoyle or weathercock, tree, reflection 
in the water (guess the building causing it), and so on. 



112 CAMP AND OUTING ACTIVITIES 

Hog Tying 

Hog Tying is a strenuous camp game, but one that 
campers enter into with great zest. 

Choose five Hogs to represent each side. Equip each 
one with one yard of stout manila rope. At a given 
signal turn all ten players loose, the game being to see 
which side can tie the feet of the other side first. The 
game will need an umpire who will impose fair play and 
properly deal with ill temper. There are no rules except 
fight hard, play fair, and be a man. Soft earth or a 
good grass plot and old clothes are most desirable. 

Hit the Whistler 

Take a rope about twenty-five feet long and secure the 
center to the floor. Two boys are blindfolded, one having 
a whistle and the other a pillow, and take hold of the 
ends of the rope. The boy blows the whistle and the 
other boy tries to find him and hit him with the pillow. 
This affords a lot of fun. 

Hunt the Coon 

This is an indoor game, founded on the familiar Hunt 
the Thimble. 

Use a little dummy Coon ; either make it or turn a 
ready-made toy rabbit into one by adding tail and black 
mask, and cropping the ears. 

All the players but one go out of the room. That one 
places the coon anywhere in sight, high or low, but in 
plain view; all come in and seek. The first to find it 
sits down silently, and scores one. Each sits down, on 
seeing it, giving no clew to the others. 

The first to score three coons is winner, usually. 



STORMY-DAY ACTIVITIES 113 

Sometimes it is played until every one but one has a 
coon; that one is the booby. The others are first, second, 
etc. 

Sometimes each is given his number in order of finding 
it. Then, after seven or eight coons, these numbers are 
added up, and the lozvcst is winner. 

— "Boy Scouts of America." 

Hot Hand or Hot Cockles 

One player stoops over and covers his eyes with his 
hands. The rest of the group gather around and one hits 
him a slap with open hand. The object of the game is for 
the boy who is down to guess who struck him. If he 
guesses right, that boy takes his place. 

Huntsmafi 

This game is one of the liveliest evening pastimes. 
It may be played by any number of persons above four. 
One of the players is styled the Huntsman and the 
others must be called after different parts of the dresa 
or accouterments of the sportsman. Thus, the coat, hat, 
shot, shot-belt, powder, dog, gun, and everything belong- 
ing to a huntsman has its representative. As many chairs 
as there are players, not counting the Huntsman, should 
now be arranged in two rows, back to back, and all play- 
ers must seat themselves. 

The huntsman walks round the chairs and calls out 
the assumed name of one of them — for instance, "Gun." 
The player immediately gets up and takes hold of the 
coat-skirts of the huntsman, who continues his walk, and 
calls out the others one by one. Each must take hold of 
the skirt of the player before him, and when they are all 
summoned the huntsman sets off running round the chairs 



114 CAMP AND OUTING ACTIVITIES 

as fast as he can, the other players holding on and run- 
ning after him. When he has run round two or three 
times, he shouts "Bang!" and immediately sits down in 
one of the chairs, leaving his followers to scramble to 
the other seats as best they can. One will be left stand- 
ing, there being one chair less than the number of play- 
ers; the player so left must pay a forfeit. The hunts- 
man is not changed throughout the game unless he gets 
tired of his post. 

The Hidden Object 

Send the boys out of the tent or dining-hall. 

Take a thimble, ring, coin, bit of paper, or any small 
article, and place it where it is perfectly visible but in a 
spot where it is not likely to be noticed. Let the boys 
come in and look for it. When one of them sees it he 
should go and quietly sit down without indicating to the 
others where it is. 

After a fair time he should be told to point it out to 
those who have not succeeded in finding it, to ensure his 
having really seen it. 

Hidden Birds 

Slips of paper containing the following sentences are 
passed to the boys. They are to find the hidden birds. 
I. The path through the meadow leads to the mill 
(Owl). 

2. Are all arks built alike (Lark). 

3. How rents have advanced (Wren) ! 

4. Oh ! awkward boy, how could you be so careless 

(Hawk) ? 

5. Did they rob in daylight (Robin) ? 

6. Have you read Gulliver's Travels (Gull) ? 



STORMY-DAY ACTIVITIES 115 

7. She looks wan and pale (Swan). 

8. They both rushed away in silence (Thrush). 

9. The crown and glory of life is character (Crow). 

10. He broke the reed in half-inch lengths (Finch). 

11. He swallowed the medicine easily (Swallow). 

12. I made known to her a venerable friend of mine 

(Raven). 

13. Do venture a little farther (Dove). 

14. I met her on the beach (Heron). 

15. Does the pup love Ruth (Plover) ? 

16. This song will be a glee (Eagle). 

17. Maj. Ayers is a handsome man (Jay). 

18. The celebration began at dawn (Daw). 

19. He found in grammar tiny words for great uses 

(Martin). 

20. Can a rye field produce such sorrow (Canary) ? 

Hidden Flowers 
Pencil and paper are provided for each boy, also a 
list of the following questions, the answers to which are 
flowers : 

1. Flowers often sought in vain by young gentlemen 

(Tulips). 

2. A fashionably dressed man and a beast of prey 

(Dandelion). 

3. A flower much used by cooks (Buttercup). 

4. What a lover called his rival (A Coxcomb). 

5. A boy's delight in winter (Snowball). 

6. A warm-weather friend (Palm). 

7. What young women are said to be anxious to wear 

(Orange Blossoms). 

8. What women tread under foot (Lady's Slipper). 

9. A token of remembrance (Forget-me-not). 



ii6 CAMP AND OUTING ACTIVITIES 

10. A way for a poor man to get rich quick (Mari- 

gold). 

11. Late afternoon (Four-o'clock). 

12. A balm for sorrow (Heart's Ease). 

13. What a father said to his son early in the morning 

(Johnny Jump-up). 

Indoor Races 

Various sorts of races are often popular with boys if 
the number of contestants is not too great. The fol- 
lowing have been found attractive: 

1. Forward hop race. 

2. Backward hop race. 

3. Forward', holding one ankle in hand. 

4. Backward, same. 

5. Rolling race — over and over. 

6. Three-legged race (two men). 

7. Sack race. 

8. Hobbled race (tie feet with rope). 

9. Blindfold race — very funny. 

10. Forward jump race. 

11. Backward jump race. 

12. Obstacle race. 

13. Rider race (two boys). 

14. Elephant race (two boys). 
, 15. Potato race. 

16. Peanut relay — carry peanut in spoon. 

17. C«rab race — forward. 

18. Crab race — backward. 

Indoor Meet 

Various forms of the indoor meet have been used for 
all occasions with great success. The list of events given 



STORMY-DAY ACTIVITIES 117 

below are especially good for camp on a stormy day: 

1. Shot Put — Use a small dry sponge for shot. 

2. Hammer Throw — Use paper bags blown up with air 
and a yard of string attached. 

3. Twenty-yard Dash — Carry an t^g twenty yards in 
a teaspoon held in the extended right arm. 

4. Running Broad Grin — Have all grin as "loudly" as 
possible. The judges measure the grin with a strip of 
paper. 

5. Running High Whistle — The boy who can hold a 
whistled note the longest with one breath. 

6. Light Weight Race — Carry lighted candle in one 
hand and a pail of water in the other. If water is 
slopped over, or the candle goes out, the contestant is out. 

7. One Hundred-Yard Dash — On the end of one hun- 
dred inches of string tie a loaf of sugar or a marshmal- 
low. The race is to gather the string and marshmallow 
into the mouth without the aid of the hands. 

8. Obstacle Race — Place nickels in pans of white flour 
to see who can first dig them out with their teeth, their 
hands tied behind them. 

9. Shot Put — Throwing pebbles into the mouth of a jug. 

10. Endurance Race — See who can eat four plain, dry 
soda crackers first and swallow them sufficiently to whis- 
tle at the end. 

11. Shot Put — Throw bean bags, sticks, stones — any- 
thing, through a rolling hoop. 

12. One-mile Run — Add a column of figures the total 
of which will be 5,280. 

13. Mile Walk — Walk 100 feet with hobbles on, made 
by tying a rope loosely about both ankles. 

14. Long Glum — The player that can keep from smil- 
ing longest while all the others jeer and laugh, wins. 



ii8 CAMP AND OUTING ACTIVITIES 

15. Discus Throw — Lie flat on back and throw a slip- 
per over your head with your two feet. 

16. Obstacle race — Make a large number of chalk 
marks on the floor at stated distances. Give each runner 
a damp rag about four inches square with which to rub 
out the chalk marks. 

17. One Hundred-yard Dash — Blow Race — Stretch two 
wires or strong strings, running through paper cones, 
across the entire width of the room, parallel to each other 
and some distance apart. The object is to blow the cones 
from one end of the string to the other. 

18. Tug of War — One-leg Tug of War — Obtain a rope 
about fifteen feet in length, with a padded loop at each 
end. One foot of each competitor should be inserted in 
a loop, their backs turned toward each other, the center 
of the rope placed over the winning line, and the signal 
given. Whoever pulls the other over the line is the 
victor; the act of lying down, also is an acknowledg- 
ment of defeat. 

19. High Jump — Jumping Through Fingers — Hold a 
stick of wood by placing a forefinger on each end and, 
without letting it go, try to jump over it both forward 
and backward. You may also jump over your middle 
fingers, placed together, without touching or separating 
them with your feet. 

20. Relay Race — Peanut Relay Race — Boys are lined 
up in two columns, as in the ordinary relay race. For 
each column two chairs are placed a convenient distance 
apart, facing each other, with a knife and a bowl half 
full of peanuts on one and an empty bowl on the other. 
At the word of command the first boy on each side takes 
the knife, picks up a peanut with it, and carries the pea- 
nut on the knife to the farther bowl. Upon his return 



STORMY-DAY ACTIVITIES 119 

the second boy does the same, and so on. The second 
boy cannot leave until the first has deposited his peanut 
in the empty bowl, and has returned with the knife. A 
peanut dropped must be picked up with the knife. Fin- 
gers must not be used, either in putting the peanut on 
the knife, or in holding it there. The side which makes 
the round wins. 

21. Hammer Throw — Throw Disc — Have a boy mount 
a small table or stool, and throw a quoit, ball or bean- 
bag the greatest possible distance without losing his bal- 
ance. The object may be thrown backward over the 
shoulder, if preferred. Another method is to hold the 
object firmly between the ankles and throw it over the 
head from behind. 

22. Wrestling — Hand Wrestling — Two players face 
each other, feet planted firmly, full stride position, left 
and right hands grasped. Each tries to displace the other. 
One foot moved displaces the player. 

27). Shot Put — Ring the Bell — Take a hoop about 
eighteen inches in diameter, a barrel hoop will do, and 
hang a bell so that it swings through the center. Suspend 
the hoop from the ceiling or door casing, so that it will 
be five feet from the floor. Divide the company into two 
groups. Have three bean-bags ready. The object is to 
throw the bean-bags through the hoop, at a distance of 
ten feet, without ringing the bell. The side getting the 
largest count wins. 

24. Twenty-yard Dash — Horsemen — This is a rough- 
and-tumble game for the boys, and must be played either 
outdoor or in a large, bare room. Sides are chosen, the 
big boys taking the small boys on their backs, carrying 
them "pick-a-back." The one carrying the boy is called 
the Horse and the other the Rider. At a given signal the 



120 CAMP AND OUTING ACTIVITIES 

sides rush toward each other, the horses trying to knock 
down the opposing horses, and the riders trying to un- 
horse each other. The game continues until a single 
horse and rider remain, and the side to which they be- 
long wins the game. 

Land Tilting 

The canoe jousts can be used to good advantage indoors 
in the following manner: 

Place two chairs the proper distance apart; have a 
boy mount each chair, stand on one leg, and endeavor to 
push or frighten his opponent off his chair with his 
joust. Dropping the joust, or putting your other foot 
down, is the same as being forced off the chair. 

It is also great fun to divide the camp into two squads 
and as fast as one boy is declared out let another take 
his place until all of one side have been put out. It is 
one of the best stormy-day stunts. 

Leg Wrestle 

Lie down on the back, side by side, the feet of each 
boy being beside the other boy's head. At the word "Go !" 
each brings the leg nearest his opponent at right angles 
with his body and then lowers it. This may be done 
two or three times, but the last time the leg is raised each 
tries to catch his opponent's leg and to roll him over, 
which is a defeat. 

Club the Monkey 

Every camp should own a pair of stuffed clubs, for 
there is no end to the good stunts in which they can be 
used. Club the Monkey is one of the best. 

Two boys are chosen, and to one is given a bell or any 



STORMY-DAY ACTIVITIES 121 

instrument with which he can make his position known. 
The camper who holds the stuffed club is blindfolded. 
When the monkey rings his bell the blindfolded boy seeks 
to hit him with the stuffed club. 

When the pair are tired, let them exchange, and the 
monkey becomes the man with the club. The monkey is 
then secretly instructed to lie flat on the ground, give his 
signal, then quietly roll over. The club man, having pre- 
viously been monkey, thinks he knows just how the mon- 
key will act, and the situation becomes screamingly 
funny. 

Another way to play the game is to form a great circle, 
all facing in, then choose a monkey and have him go 
around the outside and place the club in some other boy's 
hands, then run around the circle until he comes to the 
place made vacant by the new monkey. The new mon- 
key does the same, and so on. The game is to get around 
the circle and into the opening with just as little club- 
bing as possible. 

Monkey Tag 

Monkey Tag is another form of the above game. The 
player that is It tags with the stuffed club, drops it and 
runs. The one tagged must pick up the club and tag 
some one else, and so forth. A tag on the head or below 
the waist does not count. 

Nut Race 

Lay out nuts just as you would for a potato race, pro- 
viding a pan to put them in at the head of the row. Then 
have the contestants get down on all fours, stomach up. 
Upon the upturned stomach place anything large and 
round, such as a basket ball, or an empty bucket turned 



122 CAMP AND OUTING ACTIVITIES 

on its side. The contestant must travel on all fours and 
carry the obstacle with him. The nuts when picked up 
are carried in the hand until dropped into the receptacle 
placed for them. 

The game may be complicated and made more diffi- 
cult by having contestant One gather contestant Two's 
nuts and place them in his own pail, and vice versa. 

This is an excellent game for fat campers. 

A Nail-Driving Contest 

Give each of a number of boys a board, a certain num- 
ber of small nails and a tack hammer, to see who can 
drive the most nails in a given period. Usually it is a 
practical demonstration of the tortoise and the hare. 

Another way that adds to the competitive feature is to 
use one hammer and allow one boy to use it thirty sec- 
onds at a time, when he must pass it to his neighbor. 
This is very exciting. 

Not I, Sir 

The boys sit in chairs in a circle and are numbered in 
order. One is chosen to be teacher. He turns to some 
member of his class, and this conversation takes place: 

Teacher — 'T heard something about you, No. 2, sir." 

Pupil — "What, sir, me, sir?" 

Teacher — "Yes, sir, you, sir." 

Pupil— 'Not I, sir." 

Teacher— ''Who then, sir?" 

Pupil— "No. 5, sir." 

No. 5 then attempts to ask, "What, sir, me, sir?" before 
the teacher can say, "No. 5 to the foot." If he fails, he 
goes to the foot of the class, but continues the dialogue 



STORMY-DAY ACTIVITIES 123 

with the teacher. The player at the head of the class 
when the game ends is declared winner. 

Observation 

Send each boy in turn into a room for half a minute; 
when he comes out take down a list of furniture and 
articles which he notices. The boy who notices most 
wins. 

The simplest way of scoring is to make a list of the 
articles in the room on your scoring paper with a column 
for marks for each boy, which can then easily be to- 
taled. 

Paper Race 

Cut up different colored tissue paper into squares about 
four inches in diameter. The players are lined up at 
one end of the room, each with a square of paper, and at 
a given signal they try to fan this paper to the other 
end with a hat, fan or book. The papers can be num- 
bered, so if they get mixed the boys can distinguish 
theirs. 

To vary this game, the papers cam be blown by each 
boy. 

Pass Ball 

Have the boys divide and form two parallel columns, 
the boys in each column standing one behind the other. 
At a given signal a ball is passed between the outspread 
legs of each column. The last boy in line pic!ks it up, 
runs to the head of the line, and passes it through the 
line again, and so on over the course. The line that 
makes the greatest speed wins. 



124 CAMP AND OUTING ACTIVITIES 

This game can be varied by having the boys pass the 
ball over their heads, or from hand to hand. 

It is also a good game to be played on the campus. 

Tht Rat Hunt 

All the boys seat themselves in a circle on the floor, 
and one is supplied with a piece of steel, or other article 
with which to make a scratching noise on the floor. One 
of the players is appointed Cat, who stands up in the cen- 
ter of the ring. The holder of the Rat watches an op- 
portunity to scratch on the floor when the cat is not 
looking in his direction. The latter turns quickly around 
to detect and if possible to seize the rat from the boy. 
The boy, however, passes the rat to another, and so on, 
the boy holding it scratching whenever the cat's attention 
is turned in an opposite direction. If the cat succeeds in 
detecting a boy, and seizes the rat from him, they change 
places and the game goes on. 

Skunk 

Form a long straight line, each camper standing as 
close to his neighbor as he can. The leader then shows 
them how to stand, by bending over just as far forward 
as possible and still keep the knees stiff and the heels on 
the floor. Place the left hand on top of the head and ex- 
tend the index finger of the right hand as far toward the 
floor as possible. 

The leader calls "Attention ! Take Position !" The 
end man is tipped off before, so that just as soon as all 
are in that awkward position he suddenly calls out — 
"Oh, my, I smell a skunk !" Everybody giggles just 
enough to make their balance the more insecure, when 



STORMY-DAY ACTIVITIES 125 

suddenly the leader gives the man next to him a good 
shove and the v^^hole line topples over like tenpins. 

Skin the Snake 

Any number of players stand in line at "front dress." 
Each player stoops over, putting his right hand between 
his legs and grasping the left hand of the player behind 
him. At a given signal, the last man in line lies down 
on his back, putting his feet first between the legs of the 
player in front of him. The line walks backward, strid- 
ing the bodies of those behind, and immediately lying 
down upon having no more to stride. Upon completing 
the transformation, all are lying on their backs. Then 
the last man who lay down rises to his feet and strides 
forward up the line, the rest following as fast as their 
turn comes. During all these maneuvers the grasp of the 
hands has not been broken. When performed rapidly 
this presents a peculiar spectacle, yet it is very simple. 
— Spalding's "Indoor Games." 

Swatting Flies 

One boy is chosen It, and must bend over so as to draw 
his trousers tight across the seat. A light slipper is then 
used as a swatter. The game is to swat the boy bent over 
without letting him catch you with the slipper in your 
hands. When he bends over he must close his eyes until 
the slipper hits, when he can rise up and look. When he 
catches some boy with the slipper that boy becomes It. 
Insist on moderation. 

Spider 

Divide your campers into two equal squads, and form 
them in two lines facing each other. Draw a straight 



126 CAMP AND OUTING ACTIVITIES 

line between the rows. Equip each pair of opponents 
(one on either side of the line) with a stick three feet 
•long — a green limb will serve the purpose. At a signal 
each boy attempts to pull his opponent over the line. As 
soon as a boy steps over the line he is out, and the winner 
is free to pull with any boy on the other side that may 
have defeated his opponent. So the struggle goes on, the 
losers urging their comrades on to greater efforts until all 
of one side are vanquished. In case a stick is broken, 
both are out. 

Sword Duel 

Place paper swords (made out of rolled newspaper) in 
the right hands of two blindfolded boys. Make them 
kneel on the floor and grasp the same hammer with their 
left hands. At a given signal they are to begin fencing 
with the paper swords, each keeping his left hand on the 
hammer. The one who touches the other on the breast 
most often in a given time wins. A piece of white cloth 
may be pinned to the breast as a mark to aim at. 



Seeing and Remembering 

Fill a table with all sorts of things generally found 
around a camp, such as acorn, stone, corn, leggings, knife, 
etc. Keep the table covered until ready for use. Then 
remove the cover and let the boys march around it three 
times, touching nothing on it, just simply looking. The 
cover is then replaced, and each boy is requested to write 
down on paper the objects he saw. The boy making the 
largest correct list, win5. 



STORMY-DAY ACTIVITIES 127 

The Struggle 

Two players face each other about a yard apart, stretch 
arms out sideways, lock fingers of both hands, and, lean- 
ing toward each other till their chests touch, push chest 
to chest, each striving to force the other back to the wall 
of the room or on to a goal line. At first a very short 
struggle is sufficient to set their hearts pumping, but 
after practice for a few days the heart grows stronger, 
and they can go on for a long time. 

Sculptor 

One of the players is called the Sculptor. While he is 
looking at the others, they dare not move, and are to 
remain in a fixed position like statues. The sculptor 
turns his head and counts up to seven. During the count 
the players may move; but when the sculptor turns 
around, if any one is moving he is sent back to the start- 
ing point, which is at one end of the room. The object 
is to get to the other end without being caught by the 
sculptor. 

Sportsman 

The players assume names of various sorts of game — 
Quail, Bear, Deer, Fox, etc., one being left to represent 
the Sportsman. All are seated in a circle, to hear the 
sportsman tell the story of his hunt. When he describes 
the killing of a certain animal, the player gets up and 
seats himself on the floor at the sportsman's feet. This 
continues until all are out of the chairs, and then the 
sportsman says, 'To your den." Every boy tries to get a 
chair. The one who fails becomes the sportsman and 
tells another story. 



128 CAMP AND OUTING ACTIVITIES 

Shoe the Horse 

Draw all your campers up in a great circle ; have them 
sit down, remove both shoes, then remove the strings and 
place them in the toes of the shoes. The shoes are then 
placed in the center of the circle, and at a signal they all 
race for the pile, hunt for their shoes, take them to a 
place of their own choice, put the strings in as they were 
at first, and put on their shoes. It is very funny. Some 
boys will not know their own shoes, while others will 
make desperate efforts to put them on wrong feet, or at 
least break the shoe strings in the process of lacing them 
up. The first boy finishing is declared winner and chooses 
the next stunt. 

Tugs of War 

There are a number of kinds of tugs-of-war, all of 
which are suitable for boys. 

1. Plain rope tug-of-war for best two out of three. 

2. Leaders sit and place their feet against each other, 
then take a stout stick in their hands and hold just over 
a dead line. The teams also sit, spread their legs and 
grasp the boy in front about the waist. At the signal, 
all pull. Pull for the best two out of three. 

3. Tie either end of a ten-foot rope about the right 
feet of two opponents. Let them stand at stride back to 
back with rope taut until the signal is given. They then 
pull to see who can pull the other over the dead line 
first. 

4. Form a circle about a long rope that has been tied 
together at the ends. Draw a diameter to be used as a 
dead line — all on one side of the line representing one 
team and all on the other the other team. The game is 
to see which side can first pull all the other side over 



STORMY-DAY ACTIVITIES 129 

the dead line. The circle must be kept as near round as 
possible. 

5. Rattlesnake tug-of-war: Sides are chosen with an 
even number on each side. The boys then lie flat on 
their stomachs, facing each other, with hands extended, 
crossing arms with the boy on each side of them, and 
grasping the hand of the opponent opposite. 

At a signal each side endeavors to pull the other side 
by simply squirming backward. 

Testing the Sense of Smell 

Prepare a number of paper bags, all alike, and put in 
each a different-smelling article, such as chopped onion, 
tan, rose leaves, leather, anise-seed, violet powder, orange 
peel, etc. Put these packets in a row a couple of feet 
apart, and let each competitor walk down the line and 
have five seconds' sniff at each. At the end he has one 
minute in which to write down or state to the umpire, 
from memory, the names of the different objects smelled 
in their correct order. 

Twisted Fish 

The boys are given slips of paper with the following 
words to untwist into the names of fish: 

1. Lee (Eel) 

2. Utort (Trout) 

3. Sasb (Bass) 

4. Hercp (Perch) 

5. Uns (Sun) 

6. Kermacel (Mackerel) 

7. Kipe (Pike) 

8. Laehw (Whale) 



130 CAMP AND OUTING ACTIVITIES 

9. Odrws (Sword) 

10. Kshar (Shark) 

11. Pkericle (Pickerel) 

12. Tea (Cat) 

13. Rpac (Carp) 

14. Lodg (Gold) 

15. Ogd (Dog) 

United States Mail 

This requires a large room with little furniture in it 
except chairs, which are ranged around the wall at equal 
distances from each other. A Postmaster is chosen by 
the company. Each player is given the name of a city, 
which he records on a letter. When the postmaster calls, 
"The post is going from Chicago to Boston," the boys 
bearing these names quickly change seats, while the one 
who has been blindfolded seeks to secure one of the 
vacant chairs. If he is successful, the player whose chair 
he occupies takes his place. Now and then, "General 
post" is called, when all change seats. The scrimmage 
which follows provokes no end of fun. 

Whistling Contest 
Divide the boys into pairs, one of each pair going on 
one side of the room, and the other opposite. Each boy 
on one side of the room is handed an envelope contain- 
ing the name of a familiar tune. At the word from the 
starter each boy opens his envelope, finds out the name 
of the tune, then runs across and tries to whistle that 
tune to his partner. As soon as the partner recognizes 
the tune, he writes it on a card, and the boy runs back to 
the starting point. The first one back with the correct 
tune on his card wins. 



STORMY-DAY ACTIVITIES 131 

Watch Your Step 

The boys form a circle, holding hands, and an object, 
such as a bottle, stool, etc., that will tip over easily when 
touched, is placed in the center of the circle. The play- 
ers swing around the object, each trying to make the 
other tip over the object. The boy who does, drops out, 
and the game goes on until one boy remains, who is the 
victor. 

This can be played on the campus also to good advan- 
tage. 

Wrist Pushing 

To be played by two boys, half facing each other, each 
putting out the wrist nearest to his opponent, at arm's 
length ; pressing it against the other's wrist, and trying 
to turn him around backwards. 

Suggested Games 

The following familiar games that need no explanation 
can be played to good advantage : 

Bean-bag; Peanut Race; Blind Man's Buff; Going to 
Jerusalem; Jacob and Rachel; Spin-the-Platter; Stage- 
coach; Wink; Beast, Bird and Fish; Pinning Tail on 
Donkey; Passing Clothespins. 

Note — For more games for indoor events, refer to the 
following books : 'Tndoor Games and Socials for Boys," 
G. C. Baker; "Games for the Playground, Home, School 
and Gymnasium," Jessie H. Bancroft. 



CHAPTER V 

QUIET GAMES 

There are times in camp when a boy does not want to 
play active games, but desires a quiet game to play by 
himself, or with a few fellows, in a tent, or around the 
fireplace in the lodge. It is worth while to have on hand 
some of the old-fashioned home games, such as Jack 
Straws, Authors, Flinch, Checkers, Dominoes, Chess, all 
kinds of puzzles, Carrom Boards, Parchesi Boards, and 
many other familiar games. 

Below are a few suggestions of games that the boys 
can make themselves that will be interesting and played 
with enthusiasm. 

Bull 

This is a form of quoits that is perennially popular on 
shipboard, and there is no reason why it cannot be in- 
troduced in camp, the boys making the outfit. 

Nine rings, made of rope-yarn and about three inches 
in diameter at the opening, are supplied to each player, 
who tries to throw them on a "fid" that is placed fifteen 
or twenty feet away. The fid originally was an iron im- 
plement so named, used by the sail-maker of the ship for 
stretching "grummets" or rope rings to the size needed. 
As employed in the game, it is a cone-shaped piece of 
wood, set small end upward in a frame of wood. Each 
player throws three rings and then gives place to another 

132 



QUIET GAMES 133 

player, who throws three also, and so on, until each 
player has thrown his nine rings. Only those rings that 
encircle the fid and those that rest on the stand of the fid 
actually count. A ringer counts five points; resting on 
the fid two points. The game is played for fifty points. 

A Baseball Game 

Draw on a piece of cardboard a diagram as below and 
cut out the inside of the base circles marked "cut out." 
The player selected for first go, selects a button which 



• 

KliHT 






\F/RST 




l( OUT )N 




Z^^^^— 




^ /^-^ 


/ PirCNBR. 




U OUT Jj 
^,>^ fure. 


8«e ^ 












V 






- 






BnsB 





will drop into these base openings and places the button 
to the right of the opening marked "home plate." By 
snapping the button with the forefinger, endeavor to 
make it drop into first base, second base, third base and 
back into home plate by making only five shots. Each 
player doing this makes five points, making it in six shots 
counts four points, in seven shots three points, and so on 



134 



CAMP AND OUTING ACTIVITIES 



until nine shots give one point. Each player gets nine 
tries, an4 the first to make a total of forty points wins 
the game. 

Game of Boy Scout 

Mark each of thirty cards with a letter and number 

corresponding to each of the squares on the diagram 

below. As many as six boys can play, so the dealer 

selected takes the pack and if six are playing deals out 



A 


B 


C 





E 


F 


/ 


^ 


3 


^ 


5 


6 


G- 


H 


/ 


J 


K 


L 


7 


8 


9 


/o 


it 


iZ. 


N 


N 


O 


P 


a 


K 


13 


f^ 


/5 


/6 


17 


fe> 


S 


r 


U 


V 


W 


K 


/9 


Zo 


z/ 


ZZ 


Z3 


^f 


Y 


Z 


6 


O 


o 


S 


25 


ze> 


Z7 


z& 


Z3 


SO 


C 


o 


r 


8 


o 


s 


3/ 


3^ 


33 


3^ 


35 


36 



five squares to each player. The player to the left of 
the dealer then lays one of his cards on the table (as in 
Authors), and each player does the same; after one 
round the one who has played the highest number gets 
all the cards on the table and the play starts again. The 
object is to capture the letters, which will spell Boy 
Scout, and the player doing so wins the game. In case 



QUIET GAME^ 



13^ 



a less number than six play, always take out enough 
cards to make each player have an even number of cards 
dealt, but in doing so do not take out any of the letters 
contained in Boy Scout. 




136 CAMP AND OUTING ACTIVITIES 

How Many Feet Can You Dive? 

Draw on a sheet of paper a diagram similar to the one 
on page 135, and paste on a thin piece of wood. Then 
drive a pin through each dot and the stunt is ready to 
try. Tilt the board at an angle with "Start here" upper- 
most, place a one-cent piece in the space "Start here," 
and let it drop. The space in which it stops indicates 
the number of feet you have dived. As a game the first 
to dive a total of twenty feet wins. 

The Five-Straw Puzzle 

Secure five straws of equal length (about three and 
one-half inches). The trick is to lift all five, holding 




only the tip of one of them. A glance at the diagram 
will show the arrangement of the five straws and the coin 
in their center. The use of the coin is optional. It pre- 
vents the straws slipping when put together, but it is by 
no means indispensable. 



QUIET GAMES 137 

Hanging 

This game is played by two people only. One of them 
thinks of a short word and writes upon the paper a 
series of dashes, one for each letter in the word. At the 
side of the paper, he draws a rude representation of a 
gallows. Then he announces: 

'T have a word of four letters. Can you tell me what 
one of them is?" 

Second Player— 'Is it A?" 

First Player — "No." (He then draws the figure of a 
head suspended from the gallows.) 

Second Player— "Is it I?" 

First Player — "No." (Gives to the head eyes, nose and 
a mouth.) 

Second Player — "Is it O?" 

First Player — "Yes." (Places an O under the second 
dash representing the word.) "Can you tell another let- 
ter?" 

Second Player — "Is it M?" 

First Player — "No." (Draws a neck to the head.) 

Second Player — "Is it L?" 

First Player — "Yes." (Puts an L under the first dash.) 

Second Player — (Seeing the L and O together) "Is the 
word 'love'?" 

First Player — "Yes." 

If the second player misses eight guesses, however, 
without discovering the word, he is "hung," for, at the 
fourth failure, a torso is added to the figure on the gal- 
lows; at the fifth, arms; the sixth, hands; the seventh, 
legs; and at the eighth, feet. 

Instead of words, sentences or proverbs are sometimes 
guessed, the dashes representing the words to which the 
guesses are confined. 



138 CAMP AND OUTING ACTIVITIES 

Game of Hearts 

Draw 'on cardboard the diagram shown below. Each 
player uses a penny for a "man." The heart is placed on 
the floor and the player having first try stands directly 
above the large heart and drops the penny downward 



G> ^ © 
'^ ® ^ 



from the natural height of the hand. The small heart 
upon which it may stop, indicates the number of points 
made. Each player takes his turn and the first one to 
make a total of thirty hearts wins the game. 

Game of Hockey 

Draw a diagram on a piece of cardboard like the cut 
below. Cut out the inside of the goal circles marked 
"cut out," and select a small button for the Puck. Each 
player then selects a large button instead of using a sti9k 



QUIET GAMES 



139 



and the small button or puck is placed on the colored line 
in the center of the rink. The players select their goal 
sides and place their buttons on the space to either side 



Loo^ 




















(WrJ) 



of their goal posts. At a signal each player snaps the 
large button with the forefinger arid endeavors to knock 
the small button into the rival goal. This is continued 
until some one gets the small button into the goal open- 
ing. This counts five points and twenty points consti- 
tutes a game. 

The Three Matches 

Slit one end of a match and trim that of another into 
a wedge shape. Insert this latter into the split end of 
the former, so that the two shall form an acute angle. 
Place them on the table, the angle upward, and prop them 
up with another match so that the whole forms a tripod. 
The trick is to lift this tripod with another match. The 
method is to Insert the fourth match just inside the point 
of the tripod, between the two conjoined and the single 
match, and press the two jqined matches lightly outward 



140 



CAMP AND OUTING ACTIVITIES 



till the third falls with its upper end on the one you hold. 
You lower this till the end of the single match passes 
within the angle formed by the junction of the two first. 
If you then raise the match you hold in your hand the 
three others will ride astride upon it, the single match 
on the one side, the two joined matches on the other. 

Puzzle 

Mark out on a piece of paper the diagram given be- 
low, and then cut out the spaces containing the numbers. 
Thd puzzle is to place them in the open spaces opposite 



10 


3 


^ 


2. 










4 


Z 


7 


10 










1 





5 


8 










6 


9 


I 


7 











in such a position that the numbers added together total 
twenty in every up and down column as well as each 
horizontal column. This may look impossible upon first 
glance at the numbers, but a little perseverance will 
solve the problem. 



QUIET GAMES 



141 




/OFec-r 



1^ 



_/6 ;;;_ 

J6 2. 

26 " 

30 - 

3Z " 

3t > 

_i6 L 

3ft " 



142 CAMP AND OUTING ACTIVITIES 

Shot Put 

Have a boy draw a diagram on a piece of cardboard 
like the cut on page 141, but much larger. The player 
selected for the first trial places a pin at the line 
marked "start," and snaps it toward the numbered spaces. 
The space in which the head of the pin rests will show 
the number of feet the shot has been put. 



CHAPTER VI 

AQUATIC EVENTS 

While the "good old swimming-hole" is not an abso- 
lute necessity for a successful camp, yet hardly any other 
camp feature is so helpful in creating a good spirit and 
enthusiasm. It is natural for the normal average boy to 
wish to be a good swimmer, and it is the duty of every 
good camp, if at all possible, to provide an opportunity 
for the achievement of this natural desire. 




Waiting for the Signal 



The aquatics of any camp should not be made pri- 
marily a spectacular proposition. The exhibition feature, 
of course, has its place in inspiring the less proficient to 
a greater effort, but the primary object of an aquatic pro- 

143 



144 CAMP AND OUTING ACTIVITIES 

gram should be to provide healthful exercise and good 
fun, in which all can have a genuine part — little and big, 
good SM^immers and beginners. The best w^ay to bring 
this about is to introduce largely the game idea and en- 
courage all to take a hand. 

The purpose of this chapter is not to deal v^^ith the 
technique of swimming. For this, see "At Home in the 
Water," by George H. Corsan. The object is to suggest 
a number of aquatic games, stunts, and events to the 
leader who is looking for suggestions that will add 
variety to the work he is now doing. 

Certainly the camp that is fortunate enough to have 
excellent bathing and swimming facilities should derive 
all possible gain from that natural advantage. 

Aquatic Equipment 

First in importance probably comes a spring-board. 
One of the difficulties that has been found in many camps 
is to provide a spring-board that is not too limber for 
the big boys and too stiff for the small boys. After con- 
siderable experimenting, Camp Eberhart worked out a 
scheme that is giving excellent satisfaction. 

They purchased a pair of light, new automobile springs, 
which they mounted up with spring clips on an oak 
frame that could be easily adjusted under a very stiff 
oak plank, the spring responding very much truer to the 
differences in weight than any sort of a plank that could 
be found. They also learned that the spring served as a 
shock absorber on the end of a temporary pier. They 
have had the same set of springs in place now three 
seasons and they are as good as new. The pitch and 
angle of the board can be determined by the location of 
the springs under the board. 



AQUATIC EVENTS 145 

A Diving Tower 

A diving tower adds much, especially for the better 
swimmers. It should be not more than twenty feet 
above the water line, and should have at least three 
platforms on it at different heights from the water. It is 
preferable to have the diving platforms arranged so that 
in case of a fall the swimmer will fall directly into the 
water, and not possibly strike any of the frame structure. 

The simplest and safest diving towers are those built 
on the end of a raft, for they can then be easily taken 
ashore and can be placed wherever desired. A splendid raft 
for such a purpose can be built with very little expense 
by securing twelve or fourteen vinegar barrels. Give 
them a good coat of waterproof paint, and then build a 
stout platform on top of them in a double row of six 
each. Avoid placing the tower on a corner. The end 
center is best. 

A Shoot the Chutes 

Much experimenting has been done on shoot the chutes. 
I believe the best all-round chute is the type shown in 
the illustration. It is built from the end of the pier. 
The surface is matched dressed sheathing, covered with 
zinc, and a handrail of yellow poplar that is kept smooth 
and well oiled. Water is pumped with a common cistern 
pump to a barrel on the top platform, and from there 
fed to the zinc with a small rubber hose. Very little 
water is needed when zinc is used; its greatest advantage 
is to keep the zinc free from sand, which cuts out a 
bathing suit so quickly. Care should always be taken 
that a boy with an abnormal heart be kept off the chute, 
if the descent is very exhilarating. 



146 



CAMP AND OUTING ACTIVITIES 





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A Model Shoot the Chutes 

Use of Barrels 

Special barrels, well painted with aluminum paint and 
tethered either to the shore or pier, make a greal deal of 
fun for the swimmers. If so desired, they can be an- 
chored out away from shore, either at one end or both. 
A swivel should be used at the fastening on the barrel, 
so as to allow the barrel to turn very freely. One of the 
most exciting of aquatic sports is to see who can ride the 
"bucking barrel" first out of a group. 



Use of Tubs 

Good wooden tubs are inexpensive and contribute to 
the smaller boys' enjoyment. If sunk when not in use, 
they will last an entire season. Tilting from tubs, box- 



AQUATIC EVENTS 14; 

ing from tubs, and tub races, using hands for paddles, 
are all great fun. 




Twenty-five-foot War Canoe Constructed by the Boys 

A Whale 

No camp should be without a whale.^ For real vigor- 
ous sport in the water a whale hunt is in the lead. Any 
dry, light log, eight feet long and eight to ten inches in 
diameter, will do. Bore an inch hole through each end, 
about four inches from the extreme end, and drive 
through a piece of good broom handle so it will stick 
out ten inches on both sides of the log. These sticks 
should be so that the one at one end is parallel to the 
water line and at the other perpendicular to the water 
line. The whale is towed out and placed halfway be- 
tween the goals. Each team, of which there may be two 
or four, is given a stout rope, twelve feet long, and sta- 
tioned in a boat at their own goal. At the given signal 
all paddle for the whale, tie on as best they can (some 
contestants in the water, some in the boats) and begin 
to pull the whale to their respective goals. Team work 
wins the game invariably, not strength nor expertness 
in rowing or swimming. 



14^^ CAMP AND OUTING ACTIVITIES 

The Trail of the Slippery Rail 

Suspend a long, straight, peeled sapling over the water, 
and encourage the boys to endeavor to walk it. Interest 
may be added by placing at the far end an apple or some 
such visible encouragement. In one camp the rail is 
fastened at the butt end to the pier with iron bands and 
is not supported at the far end. Besides being slippery it 
wiggles and furnishes great fun at no expense what- 
ever. 

Making Jousting Poles 

An excellent pair of jousting poles may be made by 
padding the little ends of two stout bamboo fishing poles 
twelve feet long. Don't make the padding too long, so 




Jousting from Rowboats 

as to make the pole clumsy or heavy on the end. Cover 
the pad with rubber cloth and bind to the pole with 
electrical tape. Make certain there is no possibility of 
the pole end itself getting through and injuring some one. 



AQUATIC EVENTS 149 

Water Basket-Bali 

This is a popular game. Baskets can be made of hoops, 
or even of green hickory saplings. These should be 
placed on poles five feet above the water line and forty 
feet apart. The game is played in many different ways, 
all of which are variations of the regular basket-ball 
game. Make rules that fit your conditions. 

Water Baseball 

This is great fun on a level, sandy beach, where the 
water does not exceed three to four feet in depth. The 
bases and pitcher's box are marked by anchoring blocks 
of plank at the desired spots. In each block a hole is 
bored and a small red flag on a stout stick two feet long 
inserted. Everything counts, and regular rules so far as 
practicable are used. Five innings are a game. A light 
runner ball is used and is batted with the open hand. 

Aquatic Stunts 

1. An Old Clothes Race — All contestants dressed in full 
suit of old clothes, including shoes and hat. At a given 
signal all run to the water's edge, dive in, swim out to a 
given point, return and undress. Any swimmer losing 
any piece of clothing in the race back to land is dis- 
qualified. 

Another way is to start clothed and undress in the 
water, returning to shore after swimming to a given 
point. 

Still another way is to place each pile of clothing on 
a raft and have each contestant swim out, dress, and. 
return to shore with all clothing on. 

2. Log Rolling — Secure two symmetrical logs, ten feet 



150 



CAMP AND OUTING ACTIVITIES 



long or longer. Put two boys on each log, one at either 
end. Each player, by means of his feet, endeavors to 
spin the log in the direction that will oppose the other, or 
upset him by alternating the direction of the whirl. 
With a little practice boys become very expert at this 
game, and it makes an excellent exhibition. 




A Boat Race Without Oars 

3. Umbrella Race — On a day with a good even wind 
a great deal of fun may be had by having umbrella rows 
in the rowboats or canoes. Make rules to fit the occa- 



4. Hand-paddle Races — Six men to a boat. Have them 
row out a given distance, then at a signal every fellow 
aids to paddle the boat in by using his hand as a paddle. 
If teams are well chosen great speed can be made and an 
exceedingly good race won. Often the winning lies in the 
power to guide the boat straight. 

5. Water Pyramids — For exhibition purposes there is 
nothing more attractive than water pyramids executed 



AQUATIC EVENTS 151 

with snap and action. For suitable pyramids see Spal- 
ding's book "Pyramid Building Without Apparatus," 
Group 15, No. 287. 

6. Pom-pom Pullaway — This is one of the best of 
aquatic games, and is played just the same as on the land. 
Each player caught must help catch the others as they 
swim from goal to goal upon signal of the captain. 




Water Pyramids 

7. Egg Race — Swim fifty yards with an tgg carried on 
a teaspoon, the spoon extended in one hand. 

It may also be played by carrying the spoon and tgg 
held firmly in the teeth. If the Qgg rolls off the spoon, 
the contestant must dive, secure same, and start over. 

8. A Duck Race — Secure a young duck, clip one wing, 
or both, so it cannot rise and fly. Loose the duck a 
given distance from the line of contestants. The game is 
to bring the duck to land. This causes no end of merri- 
ment, as oftentimes by flapping its wings the duck forces 



152 CAMP AND OUTING ACTIVITIES 

the swimmer to release it when he has the bird nearly in 
to land. 

9. Candle Race — Give all contestants a lighted candle 
and let them race fifty yards carrying the candle either 
in their teeth or extended in one hand. 

10. Water Tag — There is hardly any game of tag that 
is not also suitable for the water and very popular. 

11. Three-legged Simmming Race — Tie two contestants 




A Camp Boat Crew 

together at the ankle and cause them to hold hands on 
the adjacent sides. 

12. Hog — This makes fun for many and is simply a 
ball-passing game. Any method of securing the ball from 
an opponent is fair. 

13. Water Football — Use a towel for the ball. Line up 
as in football, and play much the same, the object being 
to get the wet towel to the goal. It should be played in 
very shallow water. 

14. Bobbing — Bobbing for corks, apples, or peanuts, is 
especially good fun for younger boys. 



AQUATIC EVENTS 



153 



15. Events for a Water Tournament — 
50-yard dash. 
150 yards — back. 

Medley swim — 100 yards, three strokes. 
Neat and fancy diving. 
Plunge for distance. 
Towing man of own weight. 
Obstacle race. 
Relay race. 
100 yards for speed — choice of stroke. 

The Life-Saving Test 

I. Dive into from seven to ten feet of water and bring 
from the bottom to the surface a loose bag of sand 
weighing at least five pounds. 




The Life-saving Crew 



2. Swim two hundred yards — one hundred on back, 
without using the hands — and one hundred using any 
other stroke. 



154- CAMP AND OUTING ACTIVITIES 

3. Demonstrate: 

a. On land — five methods of release, 

b. In water — two methods of release. 

c. Schaefer method of resuscitation. 

d. Rescue and tow person of own weight a distance 

of ten yards, using two different holds and 
strokes. 

Illuminated Canoe Parade 

This is an occasion that will arouse great interest and 
create much rivalry among the boys. Announce about 
two weeks in advance that a certain night will be given 
over to an illuminated canoe parade, the boys to decorate 
the canoes according to their own ideas. The tent dis- 
playing the best decorated canoe should receive a prize. 



CHAPTER VII 
SONGS FOR THE CAMP 

The tunes of these camp songs are all familiar to any- 
average group of boys and leaders, especially if there be 
a sprinkling of college men. 

In the Good Old Camping Time 

C. C. Robinson 

Tune: "In the Good Old Summer Time'* 

There's a time in each year 
That we boys all hold dear, 

It's good old camping time ; 
When starched shirts and collar 
At last make us holler 

For the good old camping time! 
With baseball and bruises 
And sunburn and cruises 

Till Ma wouldn't know her own boy, 
Some skeeters annoying, 
We can't help enjoying, 

The good old camping time ! 

Chorus 

In the good old camping time, 
In the good old camping time, 
Living 'mid the woods and streams 
What a joy divine! 

We'll give a cheer for , boys ! 

Let it's fame reach every clime, 
For that's the place we're happy 
In the good old camping time. 



156 CAMP AND OUTING ACTIVITIES 

My Old Kentucky Home, Good-Night 

Key of G 

The sun shines bright in the old Kentucky Home, 

'Tis summer, the darkies are gay; 
The corn-top's ripe and the meadow's in the bloom, 

While the birds make music all the day; 
The young folks roll on the little cabin floor. 

All merry, all happy and bright; 
By'n by hard times comes a-knocking at the door. 

Then my old Kentucky Home, good-night ! 

Chorus 

Weep no more, my lady. Oh ! weep no more to-day ! 
We will sing one song for the old Kentucky Home, 
For the old Kentucky Home far away. 

They hunt no more for the 'possum and the coon, 

On the meadow, the hill, and the shore; 
They sing no more by the glimmer of the moon, 

On the bench by the old cabin door; 
The day goes by like a shadow o'er the heart, 

With sorrow where all was delight ; 
The time has come when the darkies have to part. 

Then my old Kentucky Home, good-night ! 

The head must bow, and the back will have to bend. 

Wherever the darkey must go; 
A few more days and the trouble all wall end 

In the field where the 'sugar-canes grow; 
A few more days for to tote the weary load, 

No matter, 'twill never be light; 
A few more days till we totter on the road, 

Then my old Kentucky Home, good-night! 



SONGS FOR THE CAMP 157 

Old Black Joe 

Key of D 

Gone are the days when my heart was young and gay; 
Gone are my friends from the cottonfields away; 
Gone from the earth to a better land, I know; 
I hear their gentle voices calling, "Old Black Joe !" 

Chorus 

I'm coming, I'm coming, for my head is bending low; 
I hear those gentle voices calling, ''Old Black Joe!" 

Why do I weep when my heart should feel no pain? 
Why do I sigh that my friends come not again. 
Grieving for forms now departed long ago? 
I hear their gentle voices calling, "Old Black Joe !" 

Where are the hearts once so happy and so free? 
The children so dear, that I held upon my knee? 
Gone to the shore where my soul has long'd to go, 
I hear their gentle voices calling, "Old Black Joe !" 

Swanee River 

Stephen C. Foster 
Key of D 

Way down upon de Swanee ribber, 

Far, far away, 
Dere's where my heart is turning ebber, 

Dere's wha de old folks stay. 
All up and down de whole creation, 

Sadly I roam. 
Still longing for de old plantation, 

And for de old folks at home. 

Chorus 

All de world am sad and dreary, 

Everywhere I roam; 
Oh ! darkies, how my heart grows weary, 

Far from de old folks at home. 



158 CAMP AND OUTING ACTIVITIES 

All 'round de little farm I wander'd, 

When I was young; 
Den many happy days I squander'd, 

Many de songs I sung. 
When I was playing with my brudder, 

Happy was I ; 
Oh ! take me to my kind old mudder, 

Dere let me live and die. 

One little hut among de bushes, 

One dat I love, 
Still sadly to my mem'ry rushes. 

No matter where I rove. 
When will I see de bees a-humming, 

All 'round de comb? 
When will I hear de banjo tumming, 

Down in my good old home? 



Tenting on the Old Camp Ground 

Key of A 

We're tenting to-night on the old camp ground. 

Give us a song to cheer 
Our weary hearts — a song of home 

And friends we love so dear. 

Chorus 

Many are the hearts that are weary to-night. 
Wishing for the war to cease, 

Many are the hearts looking for the right. 
To see the dawn of peace. 

Tenting to-night, tenting to-night. 
Tenting on the old camp ground. 

We're tenting to-night on the old camp ground, 

Thinking of days gone by. 
Of the loved ones at home that gave us the hand, 

And the tear that said "Good-bye !" 



SONGS FOR THE CAMP - 159 

We're tired of war on the old camp ground, 

Many are dead and gone 
Of the brave and true who've left their homes, 

Others been wounded long. 

We've been fighting to-day on the old camp ground. 

Many are lying near; 
Some are dead and some are dying, 

Many are in tears. 

The Spanish CavaHer 

Key of E 

A Spanish cavalier stood in his retreat. 
And on his guitar played a tune, dear, 

The music so sweet, he'd ofttimes repeat, 
The blessings of my country and you, dear. 

Chorus 

Say, darling, say, when I am far away. 
Sometimes you may think of me, dear. 

Bright sunny days will soon fade away, 
Remember what I say and be true, dear. 

I'm off now to war, to the war I must go. 
To fight for my country and you, dear; 

But if I should fall, in vain I would call, 
The blessing of my country and you, dear. 

And when the war is o'er, to you I'll return, 
To fight for my country and you, dear; 

But if I be slain, you may seek me in vain, 
Upon the battlefield you will find me. 

Nellie Was a Lady 

Key of B-iiat 

Down on the Mississippi floating. 
Long time I trabbel o'er the way; 

All night the cotton-wood I'se toting. 
Singing for my true lub all the day. 



i6o CAMP AND OUTING ACTIVITIES 

Chorus 

Nellie was a lady, last night she died; 

Toll de bell for lubly Nell, my dark Virginia bride. 

Oh, Nellie was a lady, last night she died. 

Toll the bell for lubly Nell, my darkey bride. 

Oh, Nellie was a lady, last night she died, 

Toll the bell for lubly Nell, my darkey bride. 

Now I'se unhappy, and I'se weeping, 
Can't tote the cotton-wood no more; 

Last night when Nellie was a-sleeping, 
Death came a-knocking at the door. 

Juanita 

Ke^ of D 

Soft o'er the fountain 

Ling'ring falls the southern moon; 
Far o'er the mountain 

Breaks the day too soon ! 
In thy dark eye's splendor. 

Where the warm light loves to dwell. 
Weary looks, yet tender. 

Speak their fond farewell ! 
Nita ! Juanita ! 

Ask thy soul if we should part! 
Nita ! Juanita ! 

Lean thou on my heart. 

When in thy dreaming, 

Moons like these shall shine again, 
And daylight beaming. 

Prove thy dreams are vain, 
Wilt thou not, relenting, 

For thine absent lover sigh, 
In thy heart consenting 

To a pray'r gone by? 
Nita ! Juanita ! 

Let me linger by thy side ! 
Nita ! Juanita ! 

Be my own fair bride ! 



SONGS FOR THE CAMP i6i 

Oh, My Darling Clementine 

Key of G 

In a cavern in a canon, 

Excavating for a mine, 
Dwelt a miner, forty-niner, 

And his daughter Clementine. 

Chorus 

Oh, my darling, Oh, my darling, 

Oh, my darling Clementine, 
You are lost and gone forever, • 

Drefful sorry, Clementine. 

Light she was, and like a fairy. 

And her shoes were number nine, 
Herring boxes, without topses, 

Sandals were for Clementine. 

Drove she ducklings to the water, 

Ev'ry morning just at nine. 
Hit her foot against a splinter. 

Fell into the foaming brine. 

Ruby lips above the water, 

Blowing bubbles soft and fine, 
Alas, for me! I was no swimmer, 

So I lost my Clementine. 

In a churchyard, near the canon. 

Where the myrtle doth entwine, 
There grow roses and other posies 

Fertilized by Clementine. 

Then the miner, forty-niner, 

Soon began to peak and pine, 
Thought he ''oughter fine" his daughter : 

Now he's with his Clementine. 

In my dreams she still doth haunt me, 
Robed in garments soaked in brine, 

Though in life I used to hug her, 
Now she's dead, I'll draw the line. 



i62 CAMP AND OUTING ACTIVITIES 

Bonnie 

Key of C 

My Bonnie lies over the ocean, 
My Bonnie lies over the sea; 

My Bonnie lies over the ocean, 
Oh, bring back my Bonnie to me. 

Chorus 

Bring back, bring back, 
Bring back my Bonnie to me, 
Bring back, bring back, 

r\\ 11*1 1 T-k 



to me 
ie to me. 



Bring back, bring back. 
Oh ! bring back my Bonn 

Oh, blow, ye winds over the ocean, 
And blow, ye winds over the sea; 

Oh, blow, ye winds over the ocean, 
And bring back my Bonnie to me. 

The winds have blown over the ocean. 
The winds have blown over the sea; 

The winds have blown over the ocean 
And brought back my Bonnie to me. 

Last night as I lay on my pillow, 

Last night as I lay on my cot. 
Last night as I lay on my pillow 

I dreamed a mosquito I got — I got. 
(All clap hands on *T got" as killing a mosquito.) 

Chorus 

Bring back, bring back, O bring back 

Those camp days to me. 
Bring back, bring back, O bring back 

Those camp days to me. 

Last night as I lay on my pillow — all in ! 

Last night as I lay on my bed; 
Last night as I lay sound asleep and all in 

I dreamed that my Bonnie was dead. 



SONGS FOR THE CAMP 163 

The Three Crows 

Key of A-Hat 

1 1 There were three crows sat on a tree 

O Billy Magee Magar ! || 
There were three crows sat on a tree, 
And they were black as black could be. 

Chorus 

And they all flapped their wings and cried, 

Billy Magee Magar ! 
And they all flapped their wings and cried. 

Caw, Caw, Caw, Billy Magee Magar ! 

II Said one old crow unto his mate, 

O Billy Magee Magar ! 1 1 
Said one old crow unto his mate : 
''What shall we do for grub to ate?" 

1 1 "There lies a horse on yonder plain," 

O Billy Magee Magar ! 1 1 
'There lies a horse on yonder plain. 
Who's by some cruel butcher slain." 

II "We'll perch ourselves on his backbone," 

O Billy Magee Magar ! 1 1 
"We'll perch ourselves on his backbone, 
And pick his eyes out, one by one." 

1 1 "The meat we'll eat before it's stale," 

O Billy Magee Magar! |[ 
"The meat we'll eat before it's stale, 
Till nought remains but bones and tail." 

Stars of the Summer Night 

Key of B-Hat 

Stars of the summer night. 

Far in yon azure deeps, 
Hide, hide your golden light, 

She sleeps, my lady sleeps. ' 



i64 CAMP AND OUTING ACTIVITIES 

Moon of the summer night, 
Far down yon western steeps, 

Sink, sink in silver light. 
She sleeps, my lady sleeps. 

Wind of the summer night, 

Where yonder woodbine creeps, 

Fold, fold, thy pinions light, 
She sleeps, my lady sleeps. 

Dreams of the summer night, 

Tell her, her lover keeps 
Watch while in slumbers light 

She sleeps, my lady sleeps. 



The Quilting Party 

Key of D-nat 

In the sky the bright stars glittered. 
On the bank the pale moon shone; 

And 'twas from Aunt Dinah's quilting party, 
I was seeing Nellie home. 

Chorus 

I was seeing Nellie home, 

I was seeing Nellie home ; 

And 'twas from Aunt Dinah's quilting party, 

I was seeing Nellie home. 

On my lips a whisper trembled, 
Trembled till it dared to come; 

And 'twas from Aunt Dinah's quilting party, 
I was seeing Nellie home. 

On my life new hopes were dawning. 
And those hopes have lived and grown ; 

And 'twas from Aunt Dinah's quilting party, 
I was seeing Nellie home. 



SONGS FOR THE CAMP 165 

Polly-Wolly-Doodle 

Key of G 

Oh, I went down South for to see my Sal; 

Sing "Polly-Wolly-Doodle" all the day ! 
My Sally she am a spunky gal, 

Sing 'Tolly- Wolly-Doodle" all the day ! 

Chorus 

Farewell ! Farewell ! Farewell, my fairy fay ! 
Oh, I'm off to Louisiana, for to see my Susy Anna, 
Singing "Polly-Wolly-Doodle" all the day. 

Oh, my Sal she am a maiden fair ; 

Sing "Polly-Wolly-Doodle" all the day ! 
With laughing eyes and curly hair. 

Sing "Polly-Wolly-Doodle" all the day ! 

Oh ! I came to a river, an' I couldn't get across, 
Sing "Polly-Wolly-Doodle" all the day ! 

An' I jumped upon a nigger, for I thought he was a hoss, 
Sing "Polly-Wolly-Doodle" all the day ! 

Oh! a grasshopper sittin' on a railroad track, 
Sing "Polly-Wolly-Doodle" all the day ! 

A-pickin' his teef wid a carpet tack. 

Sing "Polly-Wolly-Doodle" all the day! 

Behind de barn, down on my knees, 

Sing "Polly-Wolly-Doodle" all the day ! 

I thought I heard a chicken sneeze. 

Sing "Polly-Wolly-Doodle" all the day ! 

He sneezed so hard wid de hoopin'-cough, 
Sing "Polly-Wolly-Doodle" all the day ! 

He sneezed his head an' his tail right off. 
Sing "Polly-Wolly-Doodle" all the day ! 

There was an old lady, and she had a bad dream, 
Sing "Polly-Wolly-Doodle" all the day ! 

She dreamt that a donkey swallowed her sewing-machine. 
Sing "Polly-Wolly-Doodle" all the day! 



i66 CAMP AND OUTING ACTIVITIES 



Nut Brown Maiden 

Key of A-Hat 

Nut brown maiden, thou hast a bright blue eye for love, 
Nut brown maiden, thou hast a bright blue eye. 

A bright blue eye is thine love ! 

The glance in it is mine, love ! 
Nut brown maiden, thou hast a bright blue eye for love; 
Nut brown maiden, thou hast a bright blue eye. 

Nut brown maiden, thou hast a ruby lip to kiss, 
Nut brown maiden, thou hast a ruby lip; 

A ruby lip is thine, love ! 

The kissing of it's mine, love ! 
Nut brown maiden, thou hast a ruby lip to kiss, 
Nut brown maiden, thou hast a ruby lip. 

Nut brown maiden, thou hast a slender waist to clasp, 
Nut brown maiden, thou hast a slender waist. 

A slender waist is thine, love ! 

The arm around it's mine, love ! 
Nut brown maiden, thou hast a slender waist to clasp, 
Nut brown maiden, thou hast a slender waist. 

Verses may be added indefinitely and cause much mer- 
riment by running in the various leaders' names. 



Romeo and Juliet 

Tune: "Long, Long Ago" 

Come, now, and listen to my tale of woe 

Of Romeo and Juliet; 
Cribbed out of Shakespeare and reeking with woe, 

Oh, Romeo and Juliet; 
Never was story so mournful as that one; 
If you have tears, now prepare to get at one: 
Romeo's the thin one and Juliet's the fat one; 

Oh, Romeo and Juliet. ' 



SONGS FOR THE CAMP i^j^-j 

I am the hero of this little tale, 

I'm Romeo, I'm Romeo; 
I am that very susceptible male, 

I am Romeo, Romeo; 
Never did a lover dare do as I did. 
When his best girl to eternity slided; 
I took cold poison and I suicided; 

I am Romeo, Romeo. 

I am the heroine of this tale of woe, 

I'm Juliet, I'm Juliet; 
I am the lady who mashed Romeo, 

I'm Juliet, Juliet; 
Locked in the prison, no pickaxe to force it. 
Nasty old hole, scarce room to stand or sit; 
I up and stabbed myself right through the corset: 

I'm Juliet, Juliet. 

This of my tale is the short and long. 

Of Romeo and Juliet; 
This is the moral of my little song, 

Of Romeo and Juliet: 
Lovers, I warn you, always be wary, 
Don't buy your drinks of an apothecary. 
Don't stab yourself in the left pulmonary 

Like Romeo and Juliet. 



Noah*s Ark 

Key of G 

Old Noah he built himself an ark, 
There is one wide river to cross- 
He built it all of hickory bark. 
There is one wide river to cross. 

Chorus 

There's one wide river, 

And that wide river is Jordan; 
There's one wide river. 

There's one wide river to cross. 



i68 CAMP AND OUTING ACTIVITIES. 

The animals went in, one by one, 
And Japhet with his big bass drum. 

The animals went in two by two, 
The elephant and the kangaroo. 

The animals went in three by three, 
The hippopotamus and the bumblebee. 

The animals went in five by five, 
Shem, Ham, Japhet, and their wives. 

And when he found he had no sail 
He just ran up his old coat-tail. 

And as they talked of this and that, 
The ark it bumped on Ararat. 

Then old Noah went on a spree, 
And banished Ham to Afrikee. 

Perhaps you think there's another verse. 
But there ain't. 

Two Sons 

Key of F 

There was a farmer had two sons. 
And these two sons were brothers; 

Bohunkus was the name of one, 
Josephus was the other. 

Now these two boys they were two sons, 
And each son was a twin; 

Bohunkus had his father's smile, 
Josephus had his grin. 

Now these two boys to college went. 
For reasons quite specific; 

Bohunkus academic was, 
Josephus scientific. 

Now these two boys to get upon 

The Glee Club did aspire; 
Bohunkus sang as high as A, 

Josephus somewhat higher. 



SONGS FOR THE CAMP 169 

Now this Glee Club did travel West — 

"Make money" was its motto; 
Bohunkus sang the solos to 

Josephus' ob-li-gato. 

Now these two boys are dead and gone, 

Long may their ashes rest ! 
Bohunkus with the smallpox died, 

Josephus by request. 

Now these two boys, their story told. 

And they did tell it well; 
Bohunkus he to heaven went, 

Josephus went to Mexico. 



That Goat 

There was a man 

He had a goat — 
He loved that goat 

Just like a kid. 
One day that goat, 

Feeling frisk and fine. 
Ate three red shirts 

From off the line. 
The man he grabbed 

Him by the back 
And tied him to a railroad track. 

But when the train 
Hove into sight 

That goat grew pale 
And green with fright. 

He heaved a sigh, 
As if in pain, 

Coughed up those shirts 

And flagged the train. 



170 CAMP AND OUTIXG ACTIVITIES 

Mary Had a William Goat 

Mary had a William Goat, 
William goat, William goat, 
Mary had a William goat, 
'Twas lined inside with zinc. 

Chorus 

Whoop-ti-doodle, doodle do, 

Doodle do, doodle do ; 
Whoop-ti-doodle, doodle do, 

'Twas lined inside with zinc. 

It fed on nails and circus bills. 
And relished hobble skirts. 

One day it ate an oyster can 
And a clothes-line full of shirts. 

The shirts can do no harm inside — 
But the oyster can. 

The can was filled with dynamite, 
Which Billy thought was cheese. 

He rubbed against poor Mary's side 
For the pain to ease. 

A sudden flash of girl and goat. 
And they no more were seen. 

Mary's soul has gone to heaven, 
But Billy's went — there too. 



The Bulldog 

Key of A -flat 

Oh ! the bulldog on the bank, 
And the bullfrog in the pool. 

The bulldog called the bullfrog 
A green old water fool. 



SONGS FOR THE CAMP 171 

Chorus 

Singing tra la la la, la la la. 
Singing tra la la la la la, 
Tra la la la, tra la la la, 
Tra la la la la la. 

Oh! the bulldog stooped to catch him, 
And the snapper caught his paw, 

The pollywog died a-laughing. 
To see him wag his jaw. 

Says the monkey to the owl: 

"Oh! what'll you have to drink?" 

"Why, since you are so very kind, 
I'll take a bottle of ink." 

Oh ! the bulldog in the yard. 

And the tomcat on the roof, 
Are practicing the Highland Fling, 

And singing opera bouffe. 

Says the tomcat to the dog, 

"Oh! set your ears agog. 
For Juli's about to tete-a-tete 

With Romeo, incog." 

Says the bulldog to the cat 
"Oh! what do you think they're at? 

They're spooning in the dead of night, 
But where's the harm in that?" 

Pharaoh's daughter on the bank. 

Little Moses in the pool. 
She fished him out with a telegraph pole 

And sent him off to school. 

Birds Are Twittering 

Tune: "Two Little Cabbages a tra la la" 

Dining tent is on the hill. 

That's the place we get our fill; 
Ice cold tea and chicken pie: 

0, we eat till we nearly die. 



172 CAMP AND OUTING ACTIVITIES 

Chorus 

Birds are twittering a tra la la la. 
Birds are twittering a tra la la la. 

Shoot the chutes is on the beach, 

And I'm here to tell you it's a peach; 

You just sit down and then let go, 

And the way you slide ! — it sure ain't slow ! 

This song has one thousand verses, dealing with every 
character and incident in the camp life. Have all the 
boys prepare original verses in writing, hand them to 
the Camp Leader, and then the group sing them over one 
at a time, giving an eatable prize to the boy with the best 
verse. It's great fun. 

I Went to the Animal Fair 

I went to the Animal Fair, 

The birds and the beasts were there. 
The old raccoon, by the light of the moon. 

Was combing his auburn hair. 
The monkey he got drunk, 

Climbed up the elephant's trunk. 
The elephant sneezed and fell on his knees — 

O what became of that monk? 

Chorus 

Following the same tune as verse, only repeating — 
"The monk, the monk." 

Divide the boys into two groups, appoint a leader for 
each group. Then one group start the song very low 
and carry it to the chorus, when the other group should 
take it up just one octave higher, and the first group 
sing the chorus until No. 2 reaches the chorus, and then 
they in turn take it one octave higher again; and so on 
until it is so high it can no longer be reached by the 
boys. 



SONGS FOR THE CAMP 173 



Tim Doodle 

Tim Doodle he thought that his 

Sweetheart was dead, 
And his sweetheart, she thought 

That Tim Doodle was dead. 

Repeat as solo, duet, quartet, special number, by re- 
quest, grand finale. 

The Leader's Song 

Here's to the Leaders, one and all. 
Some so short and some so tall ; 
They're ready for every fellow's call; 
Here's to the Leaders, one and all. 

Chorus 

Away, away with sword and gun, 
Rub-a-dub-dub, here they come. 
Looking as if they were out for fun, 
The Leaders of , Oh ! 

While Mother Was Chasing Her Boy Round the 
Room 

While mother was chasing her boy round the room, 
She was chasing her boy round the room; 
And while she was chasing her boy round the room 
She was chasing her boy round the room. 
(Repeat until winded.) 

Wawayanda Waters 

Frank F. Gray 
When the glory of the morning tips the emerald with 

gold, 
And the silver-sapphire ripples with its jewel tints untold, 
Then it is, 'mid nature's beauties that I love again to 

wake. 
In the glory of the summer, by old Wawayanda's Lake. 



174 CAMP AND OUTING ACTIVITIES 

Chorus 

Dear old Wawayanda, how I love thy shores, 

With their fringing forests where the wild bird soars. 

Island dotted picture, full of charm for me, 

Ever glad the moment I may tiirn to thee. 

There the songster's note is sweetest; there the breezes 

coolest blow. 
There the waters blue are calling, calling you and me, 

I know; 
And I'm longing for the moment when, from year-long 

cares set free, 
I may leave them all behind me and retreat a while to 

thee. 

In the misty, summer dawning, when the air is cool and 

sweet, 
In the gleam of humming noonday, with its cheery life 

replete; 
When the evening stars are twinkling far below and far 

above, 
Then my heart is ever lightest in the spot I fondly love. 
— Reprinted by permission of the author. 



Hail! Kiamesha 

R. Paris Edwards 
Tune: "Alma Mater," Cornell 

Once again are hills resounding 
With our gladsome songs. 

Here there's happiness abounding 
For the camping throngs. 

Chorus 

Hail to thee, O ! Kiamesha, 
May sweet mem'ries bring 

To our lives a brighter future 
As of thee we sing. 



SONGS FOR THE CAMP * 175 

When the sun in all its glory 

Rises o'er the hills, 
Wafted o'er the lake before thee 

Sounds the bugle, shrill. 

E'en the noontide doth adore thee, 

And the sun's bright rays 
Kiss the sparkling water softly 

As it guides our ways. 

Hail to thee, O ! Kiamesha, 

When comes dark'ning night, 
And we gather one another 

'Round thy campfire bright. 

Hayo-Went-Ha 

Karl Fisher 
Tune: "Annie Laurie." 

Old Torch's shores are calling 

To all true Wolverines, 
Whose young hearts are daily yearning 

For ne'er- forgotten scenes; 
For ne'er-forgotten scenes, 

Where we all long to be, 
And for dear old Hayo-Went-Ha 

We will lay us down and dee. 

Her trees are green as shamrocks, 

Her tents are white as snow, 
And her boys all friends and comrades. 

She shelters ne'er a foe; 
She shelters ne'er a foe, 

Her love is big and free. 
And for dear old Hayo-Went-Ha 

We will lay us down and dee. 

We learn to use our muscles. 

We're taught to use our mind, 
And in all this world of gladness 

No better boys you'll find; 



176 cAmP and outing ACTIVITIES 

No better boys you'll find, 

No brighter faces see, 
And for dear old Hayo-Went-Ha 

We will lay us down and dee. 

We eat beneath the branches, 

We sleep on Nature's breast, 
And we learn of Him who sends us 

These hours of peaceful rest, 
These hours of peaceful rest, 

When, Home, we think of thee, 
And for dear old Hayo-Went-Ha 

We will lay us down and dee. 

We've Been Up to Wawayanda 

Tune: "I've Been Working on the Railroad'* 

We've been up to Wawayanda 

All the livelong day; 
We've been up to Wawayanda 

Just to pass the time away. 
Oh, what fun among the mountains 

On our camping site ! 
We're a jolly bunch of campers — 

Yes, but we're all right. 

Oh, Greenkill 

Melody: "Lord Geoffrey Amherst" 

Oh, Greenkill, a name that's known to fame in days of 

old. 
Will be known as the Camp we love. 
Oh, here's to our emblem that is floating free and bold, 

With the flag of our land above. 
Oh, here's to the tents that gleam so bright against the 

hills of green, 
Looking o'er the lake's blue sheen. 
And the sacred spot where glowed the Council Fire 

against the sky. 
Which has helped us oft to keep our purpose high. 



SONGS FOR THE CAMP 177 

Refrain 

Oh, Greenkill, fair Greenkill, 

'Twas a name known to fame in days of yore, 
May she ever be glorious 

Till the sun shall climb the heavens no more. 

Oh, here's to the beauties of the woods, the fields, the 
lake, 
And the glories that the sky reveals 
To the fellows that we meet and to the friendships that 
we make, 
And to those who help to make our pleasures real. 
And here's to the lodge that stands so firm with rustic 
rail about. 
And to our tramps o'er the hills afar; 
And we always greet them in the spring with many a 
happy shout 
And the fall comes round our many joys to mar. 



Eberhart 

V. Helmen 

Tune: "There Was a Man, He Had Two Sons* 

If Eberhart is as dear to you. 

As the old camp is to me. 
Then we'll be back at Eberhart 

For a week or two or three. 

No brighter skies; no better lakes; 

No greener trees abound. 
Than those our glad eyes rest upon 

Around the old camp grounds. 

The joys we had; the friendships made; 

The fishing, boating, ball — 
Combine to make the life complete 

And brothers of us all. 



178 CAMP AND OUTING ACTIVITIES 

So here we meet again to-night, 

Old Eberhart to praise; 
To sing the songs and yell the yells 

In memory of those days. 

Songs of the West Side Branch, New York 

William M. Kingsley 

Tune: "Coming Through the Rye," "Yankee Doodle," or 
"The Son of God Goes Forth to War" 

We "sons of God" are here at work 

Our fellow-men to gain. 
With plans and hopes and purpose high 

We follow in His train. 
Our Master's spirit leads us on. 

Like Him we are aflame. 
We burn to help our brother man, 

Who'll join us in His train? 

To make our comrades pure and true 

This is our steady aim, 
And if we fail, we falter not, 

But try and try again. 
To give the largest scope in life 

To body, soul and brain, 
We strive, as did our loving Lord, 

Who'll join us in His train? 

The Branch needs men of loyal heart 

Who share our purpose true, 
And in our fast increasing ranks 

We'll make a place for you. 
Come, brother, be a "son of God" 

And work without refrain, 
To swell the hosts of men and boys 

Who follow in His train. 

This is the spirit of our Branch 

With it, all hearts endow: 
One Fatherhood: one brotherhood, 

The time for service— now. 



SONGS FOR THE CAMP Ijrg 

Come, members all — both men and boys- 
Let's serve with might and main 

As did the dear, unselfish Lord. 
Who'll join us in His Train? 

No. 2 

Almighty Father, King Divine! 

To Thee our song we raise; 
Accept us as we come in love. 

And fill our lives with praise. 
Through all the past Thy guiding hand 

Has led us graciously; 
With grateful hearts we pledge anew — • 

The West Side Branch for Thee ! 
We thank Thee for the bounteous gifts 

A Father's love bestows; 
We thank Thee for the plenteous grace 

With which Thy heart o'erflows. 
In generous measure may we share 

This golden treasury, 
And all unite to prove in truth, * 

The West Side Branch for Thee! 
Inspire our souls to noble deeds, 

Our breasts with courage thrill, 
In faithful service day by day 

Help us to do Thy will. 
Upon our banner write the words 

That all the world may see — 
"Almighty Father, King Divine, 

The West Side Branch for Thee !" 

Old Phantom Lake 

Tune: "]ing\ts" 
I want to go back to Phantom Lake, 
To dear old Idlewile. 
Back to yell and dive and swim, 
To shoot the chute and burn my skin. 
I want to go back, 
I've got to go back. 
To Phantom Lake. 



i8o CAMP AND OUTING ACTIVITIES 

For the third and fourth lines substitute the following 
couplets : 

Back to feel how Amos bites, 
Back to see our friends the Whites. 

Back to see them eat the grub, 
Back to join the bonehead club. 

Back to see the top cot sag, 
Back to hear those leaders brag. 

Back to catch a five-pound fish, 
If that is not too great a wish. 

To hear our Doc, sedate and wise, 
Award the tent and table prize. 

Back for baseball, tennis, too. 
Games galore, some old, some new. 

Back to hear that rising call, 
How I love it, not at all. 

Back to hear that bugle blow, 
"Dash for the pole" — or dinner, so. 

Back to see the campfire burn, 
Sing these songs, and stories learn. 

Back to hear those noises shrill, 
And in the woods get many a thrill. 

Back, etc., ad infinitum. 

Wawayanda Grace 

Frank F. Gray 
Morning 

Gracious giver of all good, 
Thee we thank for rest and food, 
Grant that all we do or say 
In Thy service be this day. Amen. 



SONGS FOR THE CAMP .181 

Noon 

Father, for this noonday meal 
We would speak the praise we feel, 
Health and strength we have from Thee, 
Help us, Lord, to faithful be. Amen. 

Night 

Tireless guardian o'er our way, 
Thou hast kept us well this day. 
While we thank Thee we request 
Care continued, pardon, rest. Amen. 

— Reprinted by permission of the author. 



Association Boys' Hymn 

George E. Day 
Tunes: "Materna," "All Saints'* 

O Jesus, Prince of life and truth. 

Beneath Thy banner bright 
We dedicate our strength and youth 

To battle for the right; 
We give our lives with glad intent 

To serve the world and Thee, 
To die, to suffer and be spent, 

To set our brothers free. 

In serried ranks, with fearless tread, 

O Captain of us all. 
Thy glory on our banners shed. 

We answer to Thy call; 
And where the fiercest battles press 

Against the hosts of sin. 
To rescue those in dire distress 

We gladly enter in. 

O Jesus, once, like us, a boy. 

And tempted like as we. 
All inward foes help us destroy 

And spotless all to be. 



i82 CAMP AND OUTING ACTIVITIES 

We trust Thee for the grace to win 
The high, victorious goal 

Where purity shall conquer sin, 
In Christ-like self-control. 

With regiment on regiment, 

We valiantly go forth, 
No line divides the continent, 

East, w^est, or south, or north ; 
And where the hills of glory shine 

With light supremely fair 
Each loyal lad shall still be Thine 

And in Thy triumph share. 



Onward, Christian Campers 

Tune: "Onward, Christian Soldiers" 

Onward, husky campers, marching on to war, 
With a flag of honor going on before. 
God, our Royal Master, leads against the foe. 
Forward into battle, see our campers go. 

Chorus 

Onward, husky campers, marching on to war, 
With Camp 's banners going on before. 

Like a mighty army, moves our husky lot. 
Fellows, we are fighting where the rest have fought. 
We are not divided, all one Camp are we — 
One in love and friendship, one in loyalty. 

Onward, then, you fellows, join our happy throng. 
Blend with ours your voices in the camping song — 
Glory, praise, and honor unto God the King, 
This through countless ages campers all will sing. 



SOXGS FOR THE CAMP 183 

Evening Prayer 

Tune: "Saviour, Breathe an Evening Blessing" 

Nov^ the sun is slowly sinking 
O'er the waters dark and deep; 

And our hearts are heavenward turning 
To our Master, ere we sleep. 

While the hush of summer twilight 

Steals upon our spirits here, 
Wilt Thou, Lord, descend among us, 

Let us feel Thy presence near. 

For the day and all its pleasures 

Grateful thanks we render now; 
May our lives pass on the blessing 

None could give to us but Thou. 

May each camper come to know Thee 

As his strong, abiding Friend; 
May we in our hearts determine 

We will serve Thee to the end. 



America 

My country, 'tis of thee, 
Sweet land of liberty. 

Of thee I sing; 
Land where my fathers died, 
Land of the pilgrim's pride. 
From every mountain side 

Let freedom ring. 

Thy silver eastern strands 
Thy Golden Gate, that stands 

Fronting the west; 
Thy flowery Southland fair. 
Thy sweet and crystal air. 
Oh, land beyond compare, 

Thee I love .best. 



i84 CAMP AND OUTING ACTIVITIES 

Let music swell the breeze, 
And ring from all the trees 

Sweet freedom's song; 
Let mortal tongues awake, 
Let all that breathe partake; 
Let rocks their silence break. 

That sound prolong. 

Our fathers' God, to Thee, 
Author of liberty, 

To Thee we sing. 
Long may our land be bright 
With freedom's holy light, 
Protect us by Thy might, 

Great God, our King. 

My native country, thee. 
Land of the noble free. 

Thy name I love; 
I love thy rocks and rills, 
Thy woods and templed hills; 
My heart with rapture thrills 

Like that above. 

I love thy inland seas. 
Thy groves and giant trees, 

Thy rolling plains; 
Thy rivers' mighty sweep. 
Thy mystic canyons deep, 
Thy mountains wild and steep, 

All thy domains. 

God bless our native land, 
Firm may she ever stand 

Through storm and night; 
When the wild tempests rave, 
Ruler of wind and wave, 
Do Thou our country save 

By Thy great might. 

For her our prayers shall rise 
To God, above the skies; 
On Him we wait; 



SONGS FOR THE CAMP 185 

Thou who art ever nigh, 
Guarding with watchful eye, 
To Thee aloud we cry, 
God save the State. 



The New "America" 

Tune: "Materna" 

O beautiful for pilgrim feet. 

Whose stern, impassioned stress 
A thoroughfare for freedom beat 

Across the wilderness; 
America ! • America ! 

God mend thine every flaw. 
Confirm thy soul in self-control, 

Thy liberty in law. 

O beautiful for patriot dream 

That sees beyond thy years, 
Thine alabaster cities gleam 

Undimmed by human tears; 
America ! America ! 

God shed His grace on thee, 
And crown thy good with brotherhood 

From sea to shining sea. 



Good-Night 

Key of C 

Good-night, ladies ! 
Good-night, ladies ! 
Good-night, ladies ! 
We're going to leave you now. 

Chorus 

Merrily we roll along, roll along, roll along; 
Merrily we roll along, o'er the dark blue sea. 



i86 



CAMP AND OUTING ACTIVITIES 



Farewell, ladies ! 
Farewell, ladies ! 
Farewell, ladies ! 
We're going to leave you now. 

Sweet dreams, ladies ! 
Sweet dreams, ladies ! 
Sweet dreams, ladies ! 
We're going to leave you now. 



CHAPTER VIII 
SUGGESTIVE EVENTS AND IDEAS 

Camp Adventures 

Deep in the heart of every real boy is a keen love of 
anything that borders on true adventure. In the days 
gone by every boy had more or less experience that satis- 
fied that longing, but to the average city boy a real ad- 
venture in darksome forests, from which pours the ever- 
plaintive cry of the hoot-owl, or the bay of the timber 
wolf, or the thrilling bark of the coyote, is almost un- 
known. City boys are in many ways far more gullible 
than the country boy and, if carefully supervised and 
wisely handled, I believe in an occasional "fake" adven- 
ture for a boys' summer camp. 

Incidentally these little fakes are very often an eye- 
opener to many a boy. Time after time they have been 
the means of starting the "victim" on a better path, to 
say nothing of the evening's joy for the entire camp. It 
makes something to talk about, and I believe never has 
a bad effect, if the camp enters into it with a real spirit 
of fun. 

Probably the best known of all of these stunts is the 
historic Snipe Hunt, which needs no description. Per- 
haps the others are not so well known, but are neverthe- 
less interesting. They are offered here for what they 

187 



i88 CAMP AND OUTING ACTIVITIES 

are worth, and will need to be adapted to local conditions 
in every case. 

I. Frost Fishing 

A trip is made to some distant lonely shore where the 
trees are dark and the country rough and wild. Of 
course the object of the trip is explained by the man with 
the greatest imagination as a trip to catch the hordes of 
finny monsters that, tradition says, flock to that particu- 
lar point one night every year, the night chosen being 
the night they are expected. It is the night of the first 
frost, and it has the effect of driving all fish to shore. 

After the journey is made through the darkest woods, 
where absolute silence is maintained, the fishermen are 
all lined on the shore in a silent line, each fisherman 
with a bag into which to put his catch. 

The boys are eager and intent and watch every ripple 
for the approaching shoals of fish. The silence is per- 
fect except for the many night sounds — the bay of a 
lonesome dog drifts across the still night air; a great owl 
inquires of his neighbors the cause of this strange spec- 
tacle, and then the human wolf or bear, or whatever he 
may be, looses his hungry cry far away, then nearer. 
There is a splash and many ripples; there is keen antici- 
pation all along the line; and then — splash, splash, splash 
— one after another the victims are easily tipped over 
into the water from their strained positions by those who 
are "wise." Some one shouts "Bear !" and there is five 
moments of real excitement, and then the hearty laugh, 
and the songs and yells, and the "suckers" are aided to 
dry themselves by a roaring fire. It is a jolly evening's 
fun, and made complete by a surprise of good eats be- 
fore the journey homeward is begun. 



SUGGESTIVE EVENTS AND IDEAS 189 

2. A Coon Hunt 

One of the very best of such stunts is a coon hunt, 
which can be well arranged with very little trouble by 
securing a cat and fastening him safely in a tall young 
tree in the woods. Proceed as in a regular coon hunt 
with a dog to find the coon tree. The excitement will run 
high. When the coon tree is located, cast lots to see 
who will be the honored tree-chopper. Chop the tree 
and bag the coon and bear him safely to camp in a burlap 
bag, carefully suspended from a long pole and borne by 
two mighty hunters. 

If carefully prepared, it will not be discovered until 
the bag is opened at the campfire after the hunt. Try 
this once. Choose a dark night and use but one lantern, 
which manage to smoke up pretty black just before the 
tree falls. 

Archery- 
Many camps are now using archery as one of the es- 
tablished activities and are finding it attractive to at least 
a certain group. 

If it is the desire to have the boys make their own 
weapons, excellent illustrations and directions will be 
found in the "Scout Manual," also in "Ralph in the 
Woods" by Ernest Thompson Seton. 

If, however, you wish to use ready-made equipment, 
consult the archery catalogue of any good dealer in 
sporting goods. 

Aeroplane Ride 

This is very realistic, and will afford much merriment. 
Choose four boys from the group, three that can keep 
from laughing while carrying out their parts, and one a 



190 CAMP AND OUTING ACTIVITIES 

good talker, to act as guide. After the boys who wish 
to take a ride in an aeroplane are put into one of the 
tents, the guide chooses one, blindfolds him, and as he is 
leading him to the aeroplane, which is located in some 
suitable place in camp, explains in thrilling terms the 
sensations and dangers of a ride through the air. After 
working up the boy to a pitch of excitement, he is led 
to the aeroplane and told to mount it. The aeroplane is 
a broad board, with each end resting on a stack of books. 
A boy is stationed at each end. Another boy with a 
cane, called the pilot, stands in front of the board, and 
the rider is told to rest his hands on his shoulders to 
steady himself. At a signal to start the boys at the end 
of the plank shake the board gently, and the pilot gradu- 
ally moves up and down. The sensation is perfect. If a 
motor of some kind is handy, to imitate the engine of 
the aeroplane, it will be till* more realistic. 

Building a Log Cabin 

There are as many different kinds of log cabins as 
of any other architecture. It is best to begin with the 
simplest. The tools needed are a sharp ax, a crosscut 
saw, an inch auger, and a spade. It is possible to get 
along with nothing but an ax (many settlers had no 
other tool), but the spade, saw, and auger save much 
work. 

For the site select a high, dry place, in or near the 
woods, and close to drinking water. It should be a sunny 
place, and with a view, preferably one facing south or 
east. Clear off and level the ground. Then bring your 
logs. These are more picturesque with the bark left on, 
but last longer peeled. Eight feet by twelve feet outside 
makes a good cabin for thr^^ or four boys. 



SUGGESTIVE EVENTS AND IDEAS 



191 



Cut and carry about twelve logs, each ten feet long, 
and twelve more, each fourteen feet long. The logs 
should be at least six inches through. Soft wood is pref- 
erable, as it is easier to handle ; the four ground logs, or 
sills, at least, should be of cedar, chestnut, or other wood 
that does not rot. Lay two of the fourteen-foot logs 



^f^m^^H 



>, « .*«■!' 



Ready to Build a Cabin 



on the ground, at the places for the long sides, and seven 
feet apart. Then across them, at the end, lay two short 
ones, eleven feet apart. This leaves about a foot pro- 
jecting from each log. Roll the last two into their rest- 
ing-places, and flatten them till they sit firmly. It is of 
prime importance that each log rest immovable on the 
one below. Now dress the upper part of each end log, 
to an edge over each corner. 

Next put on two long logs, roll them onto the middle, 
taking care to change off, so the big end at a given cor- 



192 CAMP AND OUTING ACTIVITIES 



ner may be followed next time by the small end and in- 
sure the corner rising evenly. Roll one of these large 
logs close to where it is to be placed, then cut on its up- 




Cabin Diagrams 



SUGGESTIVE EVENTS AND IDEAS 193 

per surface at each end a notch corresponding with the 
ridge on the log it is to ride on. When ready half a roll 
drops it into place. The log should be one to three inches 
above the one under it, and should not touch except the 
ends. Repeat the process now with the other sides, then 
the two ends, etc., always keeping the line of the corner 
plumb. As the walls rise, it will be found necessary to 
skid the larger logs; that is, roll them up on two long 
logs, or skids, leaning against the wall (Fig. 2). 

When the logs are in place to the height of four and 
a half feet from the ground, it is time to decide where 
the door and window are to be; and at that place, while 
the next log is lying on top, bottom up, cut out a piece 
four feet long and four inches deep. Roll this log into 
place (Fig. 3). One more log above this, or certainly 
two, will make your shanty high enough for boys. Put 
on final end logs, then two others across the shanty (Fig. 
4). Roll up the biggest, strongest log of all for the ridge 
(sometimes two are used side by side) ; it should lie along 
the middle of the four cross pieces. (Shown in Fig. 4.) 

The two cross logs (B and C) and the ridge log should 
be very strong, as the roof is heavy. 

Now we are ready to cut the doorway and window. 

First, drive in blocks of wood between each of the 
logs, all the way down from A to the ground, and from 
B down to D, and C to E (Fig. 5). Saw down now from 
A half way through the ground log F. Then from B 
down to half way through the log D ; now continue from 
G, cutting down to half through the ground log. Use 
the ax to split out the upper half of the ground log, be- 
tween the saw cuts and also the upper half of the log D. 

Hew a flat piece of soft wood, five or six inches wide, 
about two inches thick, and as long as the height of this 



194 CAMP AND OUTIXG ACTIVITIES 

doorway. Set it up a,c:ainst the ends of the logs A to F. 
Bore an auger hole through it into the end of each log 
(these holes must not he in line lest they split the jamb), 
including the top and bottom ones, and drive into each a 
pin of oak. This holds all safely. Do the same on the 
©ther side, H to E, and put a small one down, B, D, 
which is the side of the window. 

Now wc arc ready to finish the roof. Use the ax to 
bevel off the corners of the four cross-logs, A and B 
(Fig. 6). Then get a lot of strong poles, about five feet 
long, and lay them close together along the two sides of 
the roof till it is covered with poles, putting a very heavy 
one, or small log, on the outer edge of each, and fasten- 
ing it down with a pin into the ridge log. Cut two long 
poles and lay one on each of the lower ends of the roof 
poles, as at A, B, and C (Fig. /), pinning them to the 
side logs. 

Cover this roof with a foot of hay or straw or grass, 
and cover that again evenly with about four inches of 
stiff clay. Pack this down. It will soon squeeze all 
that foot of straw down to little more than one inch, and 
will make a warm and water-tight roof. As the clay is 
very heavy, it is wise, before going inside, to test the 
roof by jumping on it. If it gives too much, it will be 
well to add a center prop. 

Now for the door. Hew out planks ; two should be 
enough. Fasten these together with two cross-pieces and 
one angle-piece, using oak pegs instead of nails, if you 
wish to be truly primitive. For these the holes should 
be bored part way with a gimlet, and a peg used larger 
than the hole. The lower end of the back plank is left 
projecting in a point (Fig. 8). This point fits into a hole 



SUGGESTIVE EVENTS AND IDEAS 



195 



pecked with a point or bored with an auger into the door- 
sill. 

Bore another hole near the top of the door (A), and a 
corresponding one through the door-jamb between two 
logs. Set the door in place. A strip of rawhide leather, 



1- ^ 


0mM^ ^ \ 


^ 


'wm^ -**: i--^ • 





The Finished Molwtain Home 



a limber willow branch, or a strip of hickory put through 
the auger hole of the door and wedged into the hole in 
the jamb, makes a truly wildwood hinge. A peg in the 
front jamb prevents the door going too far out, and a 
string and peg inside answer for a latch. 

The window opening may be closed with a glass sash, 
with a piece of muslin, or with the raw hide of an ani- 
mal, scraped clear of hair and stretched on a frame. 



196 CAMP AND OUTING ACTIVITIES 

It now remains to chink and plaster the place. Chink- 
ing is best done from the inside. Long, triangular strips 
and blocks of wood are driven in between the logs and 
fastened there with oak pins driven into the lower log 
till nothing but small crannies remain. Some cabins are 
finished with moss plugged into all the crannies, but mud 
worked into plaster does better. It should be put on the 
outside first, and afterward finished from the inside. It 
is best done really with two plasterers working together, 
one inside and one out. 

This completes the shanty, but a bunk and fireplace are 
usually added. The fireplace may be in one corner, or in 
the middle of the end. It is easiest to make in the corner. 
Across the corner peg three angle braces, each roout three 
feet long. These are to prevent the chimney falling for- 
ward. 

Now begin to build a fireplace with stone (Fig. 9), 
using mud as mortar. Make the opening about eighteen 
inches across; carry it up two feet high, drawing it in a 
little, then lay a long stone across the front, after which 
build up the flue behind the corner braces right up to the 
roof. The top corner-piece carries the rafter, which may 
be cut off to make an opening for the flue. Build up the 
chimney outside as high as the highest part of the ridge. 

The ideal fireplace, however, is made with the chimney 
on the outside of the cabin, at the middle of the end 
farthest from the door. For this you must cut a hole in 
the end log, like a big, low window, pegging a jamb on 
the ends as before. With stones and mud now build a 
fireplace inside the shanty, with the big chimney carried 
up outside, always taking care that there are several 
inches of mud or stone between the fire and any of the 
Logs. In country where stone cannot be found the fire- 



SUGGESTIVE EVENTS AND IDEAS 197 

place is often built of mud, sustained by an outside crib- 
bing of logs. If the flue is fair size, that is, say one- 
quarter the size of the fireplace opening, it will be sure 
to draw. 

The bunk should be made before the chinks are plas- 
tered, as the hammering is apt to loosen the mud. Cut 
eight or ten poles a foot longer than you need the bunk; 
cut the end of each into a flat board and drive these be- 
tween the long logs at the right height and place for the 
bunk, supporting the other end on a crosspiece from a 
post to the wall. Put a very big pole on the outer side, 
and all is ready for the bed; niost woodsmen make this 
of small fir boughs. 

There are two other well-known ways of cornering the 
logs — one is simply flattening the logs where they touch. 
This, as well as the first one, is known in the backwoods 
of Canada as ''hog-pen finish." The really skilful woods- 
men of the north always "dovetail" the corners and saw 
them flush (Fig. 10). 

Sometimes it is desirable to make a higher gable than 
that which one ridge log can make. Then it is made as 
in Fig. II. 

This is as much slope as a clay roof should have; with 
any more, the clay would wash off. 

This is the simplest way to build a log cabin, but it 
illustrates all the main principles of log building. Shingle 
roofs and gables, broad piazzas outside, and modern fit- 
ting inside, are often added nowadays in summer camps, 
but it must be clear that the more towny you make the 
cabin, the less woodsy it is, and less likely to be the com- 
plete rest and change that is desired. 
—Ernest Thompson Seton, reprinted from Country Life 
in America. 



198 CAMP AND OUTING ACTIVITIES 

For fuller instructions, see "Log Cabins and Cottages," 
William S. Wicks, or "Shelters, Shacks and Shanties," 
Dan C. Beard. 

The Camp Circus 

This may be made very elaborate or very simple, as 
the time will allow, but it is a great event to arouse en- 
thusiasm. Usually each tent is made responsible for a 
stunt, supplying costumes and paraphernalia. A large 
pole, planted in the middle of a flat 'piece of ground, sug- 
gests the big tent, and this may be made more realistic 
by hanging on it several lighted gasoline torches and 
stretching a number of ropes from it to pegs driven into 
the ground. Sawdust makes splendid rings, or even sand 
from the beach. 

The "Chicago Simply Awful" orchestra will furnish 
the music, using zoboes that may be secured of any good 
music house for ten cents apiece. 

The Ringmaster is important and should be a lively 
fellow, full of fun, who can make things go. There 
should be the usual "barkers" with tickets, which may be 
bought with all sorts of articles, such as pins, fish hooks, 
jack-knives, things to eat, shoe strings and toilet soap. 
It often helps to give ice cream to the tent having the 
best and most original stunt. Make every tent pay a for- 
feit that holds up the program. This keeps things mov- 
ing. 

The following list of acts are merely suggestive and 
must be adapted to local conditions: 

I. The Tame Giraffe, operated by two campers and 
a trainer. The giraffe can tell time, identify . campers, 
find the biggest pig in camp, the fellow who is always 



SUGGESTIVE EVENTS AND IDEAS 199 

last, the one who is most fond of the girls, and so on. 
He also dances all the funny dances. 

Elephant, horse, cow, Texas steer, ostrich, mule, and 
other animals may be made up in the same way. A little 
care in making the head insures an animal that will pro- 
voke much laughter. 

2. A Female Horse-riding Artist is easily arranged — 
two campers forming the horse, while a very small boy, 
dressed as a circus beauty, rides on one of the boys' backs, 
bowing and throwing kisses, jumping through a hoop cov- 
ered with paper, leaping to the ground, then to the horse's 
back again. This stunt is better just as action without 
talk. 

3. Tumbling Stunts are always acceptable. For spe- 
cific information, see various tumbling books and pam- 
phlets. 

4. Pyramid Building is always attractive, and espe- 
cially so by the light of a blazing fire. For simple pyra- 
mids, see Spalding's Book, No. 327, "Pyramid Building 
Without Apparatus." 

A very pretty effect may be produced by having four 
boys prepare pine knot fagots in the form of crude In- 
dian clubs, light them, stand far back in the dark, then 
swing all together. In case fat pine is not available, 
creditable torches may be made by fastening sponges on 
the end of Indian clubs, regular or home-made, then dip- 
ping the sponges into a mixture of melted parafiine and 
coal oil. The lights may be colored by adding various 
chemicals to the mixture — red, violet, yellow, green. 

5. A slack wire stunt may be pulled off with a little 
practice and the use of a long light pole for balancing. 

6. The Incubator Baby that weighs three hundred 
pounds and consumes ten gallons of milk daily. 



200 CAMP AND OUTING ACTIVITIES 

7. Ella, the Snake Charmer, charms both snakes and 
people. 

8. The double-bodied man. 

9. The original missing link. 

10. The wax works, exhibiting the latest fashions. 

11. Redundancy and Duplicate, the Siamese Twins. 

12. Mr. and Mrs. Longitude and son, Laddietude, the 
tall family. Easily arranged on stilts. 

13. Mrs. Rotunda and daughter, Cupola, the fat fam- 
ily. 

14. The Bearded Lady — a woman of great beauty, 
whose physiognomy was marred by an overdose of Her- 
picide. 

15. Ichabod, the Living Skeleton. 

Clown Stunts 

1. Down With King Alcohol. Two clowns rolling a 
barrel and followed by other clowns, all with cups. The 
barrel is turned on end and tapped, while all sing the 
old song, "Down with King Alcohol" — 

"We're coming, we're coming, 

A brave little band. 
On the right side of temperance 

We now take our stand. 
We don't chew tobacco. 

And neither do we drink. 
For them that does do it 

Most always do — smell bad." 

(Make a rapid exit.) 

2. One clown enters with a bucket of water, sprinkles 
it freely about and goes out. With a great whoop, in 
dash the others, all in bathing suits, and promptly dive 
into the lake created by the sprinkling. All sorts of 



SUGGESTIVE EVENTS AND IDEAS 201 

strokes, fancy dives, and swimming races are indulged in 
until one clown cries for help, holds his nose and appar- 
ently goes under. The rest rush to the rescue, drag 
the clown out and use all sorts of methods to revive him. 
If well done, this is a good number. 

3. A boat race is easily conducted by fastening two 
long, slender poles together boat-shaped, a camper stand- 
ing in each boat holding a miniature sail in his hand. 
By slipping a slender sapling down his neck in the back 
it is easy to fly a flag, and, if a lantern is available, the 
ship is ready to sail. This may be made more ridiculous 
by the other clowns urging the boats along by fanning 
the sails, pumping a pump to create air and blowing hard 
with their cheeks. If some old cloth is available it can 
be tacked to the poles and allowed to hang to the ground. 
Large rudders may also be added, and a smokestack, if 
desired. 

4. The Misfit Army is very comical and should be 
made up of a squad of six or eight campers as widely 
different in build as possible. The smallest and the larg- 
est, the thinnest and the fattest, the funniest and the 
clumsiest, all to be armed with sticks and drilled by the 
captain, who wears his hat, coat and pants backward, and 
his sword held against the back of his shoulder. While 
he is really walking right, it appears he is following his 
soldiers with all but his head. His orders should all be 
laughter-provoking, and each member of his squad should 
obey a different command. For instance, he orders "Sha- 
roots!" for Salute, and one soldier comes to a parade 
rest, another ports arms, another presents arms, another 
aims ready to fire, and so forth. Other orders might 
be— "Company Begin" for "Company March"; "Stop" 
for "Halt." 



202 CAMP AND OUTING ACTIVITIES 

5. A Baseball Game, in which one clown is all play- 
ers, and plays every position, all in pantomime. 

6. A clown goes fishing with an immense pole and 
has great luck (all pantomime). Finally he throws his 
line over back of him and another clown fastens on a 
la;-ge turtle. The clown faints dead away at seeing it 
coming out of the water, and the other clowns hasten: to 
revive him by dowsing bucket after bucket of water all 
over him. 

College Night 

Assign different colleges to the various tents about a 
week in advance, and have them prepare a particular 
stunt to represent that college. Of course, they give their 
college yell, sing songs, etc. This can be made a very 
profitable occasion. 

The Indoor Track Meet can be used to advantage with 
this night. 

Camp Booklets 

Exchange camp booklets with as large a number of 
other camps as possible and have all the booklets where 
the boys can look them over. They will create a great 
deal of interest. 

The same plan may be followed out with kodak pic- 
tures of representative events. Establish an exchange. 

A Bean Bake 

When planning an all-day hike into the woods or to a 
neighboring lake, let a select group go out to the proposed 
spot the day before and prepare the beans so they will be 
hot and ''just done to a brown" for the next day's din- 
ner. It will add much to the joy of the hike for the boys 



SUGGESTIVE EVENTS AND IDEAS 203 

to actually dig up a crock of steaming hot baked beans 
from the floor of some forest nook or the green bank of 
lake or stream. 

Dig a hole thirty inches deep and four times the diame- 
ter of the vessel to be used — a hole in clay ground is the 
very best and in sand the poorest place. Gather enough 
stones of medium size to fill the hole. Build a good fire 
very near the hole and roast the stones until they are 
very hot. While the stones are heating, prepare the 
beans by placing them in the vessel they are to be cooked 
in. A crock is best, but often very inconvenient, and a 
galvanized water-bucket with a plate to fit tight in on 
the top is quite as satisfactory. This plate or tin should 
have enough of a niche in one edge to allow steam 
enough to escape to save the bucket from exploding or 
breaking at a seam. The beans should be mixed up with 
strips of fat bacon, molasses, sugar, salt and pepper, just 
as if they were to be baked in the oven. For best re- 
sults, the beans first should be brought to a boil on the 
fire. 

When all is ready, rake a layer of hot stones into the 
hole, place the hot bucket on them, and then fill in and 
around the bucket with stones just as fast as possible, 
raking in ashes and all. The bucket should have at least 
one foot of this hot material on top of it. The bail of 
the bucket should be held up by a green limb pot-hook, 
so as to save time when digging up the beans. Cover 
well with sod and dirt enough to keep the heat in. An 
oven of this sort will stay hot for twenty-four hours, if 
carefully prepared, and will bake the most delicious beans 
ever eaten. 

Another and somewhat simpler method that can be 
worked successfully where there 13 clay ground, is to 



204 CAMP AND OUTING ACTIVITIES 

build the fire in the hole, heating the clay to a high tem- 
perature, and then covering the bucket with the hot char- 
coal and ashes of the fire. However, if beans for a very 
large crowd are to be cooked, this way is not nearly so 
satisfactory. 

Serve the hot beans in cups lined with fresh green 
leaves. After eating the beans the leaves may be re- 
moved and the cup is clean, ready for coffee or cocoa. 

A little experimenting with this sort of camp cooking 
will make it possible for one to cook many excellent 
things for a group of considerable size. 

Bermuda onions so cooked, then served hot with butter 
and pepper and salt, are delicious. Apples may be baked 
in this way, and sweet potatoes are a treat never to be 
forgotten. In season try baking halves of Hubbard 
squash. Spring chicken, wrapped in wet white cheese- 
cloth and green leaves, will cook to a turn, with a flavor 
that cannot be obtained in any other way, and small, fresh 
fish can be made a treat. It is the out-of-door man's 
fireless cooker. 

A Woods Dinner 

It is a fact that every year there are fewer boys who 
go out into the woods or mountains gather the right fuel, 
build a fire, and prepare a simple, wholesome meal. A 
camp that does not have at least one whole day hike 
into the country, where every camper is taught to build 
a fire and cook a simple meal, is not living up to its op- 
portunity. It is one of the very best of all camp activi- 
ties. 

An ideal way is to issue to each camper the uncooked 
food for his meal, such as meat, potatoes, eggs, bread, 
butter, etc. Have him carry it in his own way to the 



SUGGESTIVE EVENTS AND IDEAS 205 

place dinner is to be cooked. Once there, have him 
gather his wood, build his fire, and prepare it ready to 
eat. Many will need to be taught how from the begin- 
ning, and all will need suggestions from the leaders. 




Learning to Make Camp Fires 

The boys will enter into it heartily and will be happy in 
acquiring something of that power to care for himself 
in the out-of-doors that every boy craves so earnestly. 

A Field Meet by Mail 

By mail arrange a number of events and agree on 
rules to govern these, with say a half dozen camps not 
too far distant. Then on a set day, at a determined time, 
each camp conduct a local meet and mail the results to 
the other contesting camps. 

This can be made a big event, especially if a nice cup 
can be awarded the camp winning the high score, all 
the contesting camps bearing the expense. The same 
idea could be worked out for an aquatic meet. 



2o6 CAMP AND OUTING ACTIVITIES 

"Goddess lola" 

A feature at Camp lola is the "Goddess lola/' The God- 
dess is a small bronze figure, seated in a reclining posi- 
tion (about 8x10 inches in size). She was purchased 
in a nearby town for $2.00. The idea was copied after 
the "Goddess Sobrina," of Amherst College. 

Two groups are formed in the camp — one known as 
the lola Men and the other as the lola Guards. The 
Guards are those who hold possession of the Goddess 
and must prevent her capture by the lola Men. Should 
the lola Men succeed in capturing the Goddess, they, in 
turn, become the lola Guards. 

The rules are that the Goddess must not be taken off 
the campus. Neither may she be hidden in any tent or 
building on the campus. She must be exhibited by the 
Guards at least once in every forty-eight hours. (This 
is very often done at the close of a meal.) Her hiding- 
placed may be changed as often as desired. A truce is 
declared from tattoo (retiring call) until reveille. No 
searching is permitted, or are the Guards allowed to move 
the Goddess during this time. A truce of twelve hours is 
also declared after the Goddess has been captured, which 
gives the new guards ample opportunity to secure a 
cozy hiding-place for the precious lady. 

The Goddess lola is a real goddess to lola campers, 
and each time she appears she causes considerable ex- 
citement and sport. She makes her final appearance in 
camp at the closing banquet on the last night, and her 
next appearance is at the Mid-winter Campers' Reunion, 
where she created her usual feeling of jubilancy among 
her admirers. The (joddess stand? for "Clean Speech, 



SUGGESTIVE EVENTS AND IDEAS 207 

Clean Sport, Clean Habits, and Christian Manhood in 
Camp lola." 

— Frank E. Gugelman, Boys' Sec'y, Young Men's Chris- 
tian Association, Rochester, N. Y. 

Quoits 

Quoits, or Horseshoes, as it is sometimes called, can be 
made a very popular campus game, especially if weekly 
tournaments are conducted. The pegs should be of iron, 
if possible, and should be, thirty to forty feet apart. 
Two quoits are used by each player. 

Historical Events for Stunts 

Following is a list of historical dates, covering June i 
to September i, taking up events of importance and the 
birth of noted men. Most of these events can be used to 
good advantage by reading something about them to the 
boys around the campfire or at the table. To the wide- 
awake leader many of these dates will suggest numerous 
ways of using them for big social events. 
June I, 1792 — Kentucky admitted to Union. 
I, 1796 — Tennessee admitted to Union. 
I, 1813 — Battle between Chesapeake and Shan- 
non. 
3, 1803 — Jefferson Davis born. 

3, 1863 — King George V born. 

4, 468 B. c. — Socrates born. 
4, 1898 — Hobson entered Santiago harbor. 
6, 1755 — Nathan Hale born. 
6, 1756 — John Trumbull born. 

14, — Flag Day. 

14, 1777 — Stars and Stripes adopted by Congress, 
14, iSii — Harriet Beecher Stowe born, 



2o8 CAMP AND OUTING ACTIVITIES 

1836 — Arkansas admitted. 

1775— Battle of Bunker Hill. 

1775 — Washington chosen as Commander-in- 
Chief of Army. 

1 81 2 — War against England declared. 

1815— Battle of Waterloo. 

1863 — West Virginia admitted. 

1846 — Julian Hawthorne born. 

1683 — William Penn made treaty with Indians. 

1813 — Henry Ward Beecher born. 

1876 — Custer massacre. 

1843 — William McKinley born. 

1898 — Battle of San Juan Hill, Cuba. 

1863 — Battle of Gettysburg. 

1890 — Idaho admitted. 

1898 — Cervera's fleet destroyed. 

. . . . — Independence Day. 

1804 — Nathaniel Hawthorne born. 

1801 — David G. Farragut born. 

1747 — John Paul Jones born. 

1758 — Battle of Ticonderoga. 

1755 — Braddock defeated. 

1767 — John Quincy Adams born. 

1817 — Henry D. Thoreau born. 

1898 — Santiago, Cuba, surrendered. 

1861— Battle of Bull Run. 

1866 — Laying of Atlantic cable completed. 

1894 — Starting of Chinese-Japanese war. 
Aug. I, 1876 — Colorado admitted. 
" 3, 1492 — Christopher Columbus set sail from 

Spain. 
" 4, 1846 — Iowa admitted. 
** 6, 1809 — Tennyson born. 



June 15, 


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18, 


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19, 


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29, 


July I, 


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SUGGESTIVE EVENTS AND IDEAS 209 

Aug. 7, 1807 — First steamer on Hudson River. 

9) 1593 — Izaak Walton born. 

9, 1780 — Star Spangled Banner born. 
10, 1861 — Missouri admitted. 
13, 1898 — Surrender of Manila. 
15, 1771 — Sir Walter Scott born-. 
15, 1769 — Napoleon Bonaparte born. 
20, 1833 — Benjamin Harrison born. 
22, 1848 — New Mexico annexed. 
25, 1850 — Bill Nye born. 
29, 1809 — Oliver Wendell Holmes born. 
31, 1844 — Elizabeth Stuart Phelps born. 

Kite Contest 

You will find among your boys quite a number inter- 
ested in kite flying. Get these boys together, have each 
make a kite, and upon some announced day have a kite- 
flying contest. 

In D. C. Beard's "The Outdoor Handy Book," two 
chapters are devoted to kite making and flying, which 
are invaluable to boys interested in kites. Also in Joseph 
H. Adams' book, entitled "Outdoor Book for Boys," sev- 
eral chapters are devoted to kite making. 

Making Fire Without Matches 

A rainy day itself suggests the desirability of every 
boy knowing how to light a fire without matches. There 
are a number of ways, that vary in detail with nearly 
every tribe of Indians the world over. The underlying 
principles are the same, however, and no matter what 
the locality, the boy, with careful experimenting and per- 
sistent effort, will find the sort of wood best suited for 
his purpose. Every camper should own his own set of 



210 



CAMP AND OUTIXG ACTIVITIES 



I 



'11 
1 




Fig. I. 
Set and 



Fire-making 
Slow Match 



fire drills, which he should prize 
and care for. There is hardly a 
camp activity over which so much 
keen competition can be secured as 
races to see who can first light a 
fire with home-made instruments. 
Many camps require this accom- 
plishment before the Honor Em- 
blem is awarded to a camper, and 
it is an excellent idea. 

There are three distinct ways of 
building a fire without matches. 
The simplest, but most difficult, is 
by the rubbing of two sticks or 
hand drills together; the second by 
use of a bow drill, which is an im- 
provement over the first in that 
it gives a more rapid movement 
and increases the friction; and, 
third, by the use of flint and steel. 
Every good camper should be able 
to accomplish all three, and by all 
odds the last two. 

Fig. I is a good illustration of 
the simplest sort of fire drill, one 
used by the Indians of Washington 
and the Northwest. Following is a 
description of the set, quoted by 
special permission from the Smith- 
sonian Report, "Firemaking Ap- 
paratus in the United States Na- 
tional Museum," by Dr, Walter 
Hough ; 



SUGGESTIVE EVENTS AND IDEAS 211 

"It consists of a hearth, two drills, and a slow match. 
The hearth is a rounded piece of cedar wood; opposite 
the fire-holes it is dressed flat, so as to rest firmly on the 
ground. There are three fire-holes with wide notches. 
The drills taper to each end, that is, are larger in the 
middle (Fig. 3). The powder, a fine brown dust, collects 
at the junction of the slot and fire-hole, where they form 
a lip, and there readily ignites. This side of the hearth is 
semi-decayed. No doubt the slots were cut in that side 
for the purpose of utilizing this quality. The drills are 
bulged toward the middle, thereby rendering it possible 
to give great pressure and at the same time rapid rotation 
without allowing the hands to slip down too rapidly, a 
fault in many fire drills. The slow-match is of frayed 
cedar bark, about a yard long, folded squarely together, 
and used section by section, Mr. Willoughby says: 

" The stick with three cavities was placed upon the 
ground, the Indian kneeling and placing a knee upon each 
end. He placed one end of the smaller stick in one of 
the cavities, and, holding the other end between the 
palms of his hands, kept up a rapid, half-rotary motion, 
causing an amount of friction sufficient to produce fire. 
With this he lighted the end of the braided slow-match 
of cedar bark. This was often carried for weeks thus 
ignited and held carefully beneath the blanket to protect 
it from wind and rain.' 

"Fire is easily produced with this set. It takes but a 
slight effort to cause a wreath of aromatic smoke to curl 
up, and the friction easily grinds off a dark powder, 
which collects between the edges of the slot. When this 
ignites it drops down the slot in a little pellet, and falls 
upon the tinder placed below to receive it. Both drill 
and hearth are eighteen inches long." 



212 



CAMP AND OUTING ACTIVITIES 



[i. 



SUGGESTIVE EVENTS AND IDEAS 213 



Fig. 2 shows a second set, reproduced from the same 
book, and shows the method the Indians used to keep the 
precious hearth dry. The entire length is carefully 
wrapped with a strip of taut buckskin. 

Fig. 3, also from Dr. Hough's report on "Firemaking 
Apparatus in the United States National Museum," shows 
an interesting feature. The handle by which the hearth 
is fastened to the Indian's belt also shows the spliced 
drill, the hard wood point spliced into a favorite or espe- 
cially desirable handle. 




Fig. 4. Complete Fire-making Set, Made of Bone 

Probably when the simple hand drill was used the 
grinding of the powder was facilitated by adding a small 
pinch of fine sand to the bowl of the hearth. 

The next method is that of intensifying the friction 
by means of using the bow drill. This is the more com- 
mon method, and is found in general use, from the In- 
dians of Alaska (using bone instrument, except the 
hearth, which is usually white pine) to the Indians of 
South America. The principal law, however, is the 
same in all; only the material used changes with the 
locality. See Fig. 4. 

Ernest Thompson Seton, the master of woodcraft, de- 
clares that the best results are obtainable by having the 



214 



CAMP AND OUTING ACTIVITIES 



hearth and the drill of the same material. But others are 
not so agreed. There is one thing certain, however, the 




Fig. 5. Flint, Steel, Tinder-horn, Punk, and Pouch 

wood used must not be too hard nor too soft, but hard 
enough to make very fine brown grindings, and soft 
enough to make a sufficient quantity to hold the spark. 



SUGGESTIVE EVENTS AND IDEAS 215 

The tinder and carefully prepared pile of slivers should 
be ready before the drill is set going. 

No matter how carefully the process is described, you 
will never be able to make a fire without practice and 
personal experimentation. Study the cuts here repro- 
duced, then adapt what you have to the principle. You 
are sure to succeed if persistent. 

Third method, building fire with a flint and steel. 
Note carefully the implements in Fig. 5. To be success- 
ful you will need a select piece of absolutely dry punk 
wood, the longer the fibers the better, a piece of hard 
steel fashioned so as to get a good striking surface with- 
out injury to the hand (a large, stout jack knife can 
be made to work well), a selected piece of flint — it will 
take much experimenting to find just the right piece, but 
when found you have a prize. A small tin can may be 
used for a tinder horn, but the tip end of a cow's horn is 
better and safer. Prepare the tinder, place it in the horn, 
then dash the sparks into it. When a tiny bit of smoke 
rises, blow carefully into a flame and apply the burning 
tinder to the twigs previously arranged for the fire. Any 
boy can become expert in this little trick with persistent 
effort. If not successful, ask some neighboring old-timer 
to come in and aid you until you see how it is done. 

A Peanut Hunt 

This makes a pleasant, short trip into the woods from 
camp. Place a generous supply of peanuts in a flour 
sack — a green cloth sack is best. Previous to the start 
have a leader take the bag into the woods and place it in 
a fairly accessible and not too high or dangerous tree, 
hiding it as much as possible by the natural foliage. 
Then on the way back have the leader crack peanuts and 



2i6 CAMP AND OUTING ACTIVITIES 

snap them on leaves and low limbs and shrubs on a zig- 
zag path through the woods, to serve as a scent. At a 
signal the hunt begins, the only condition being that none 
of the nuts used for the scent must be removed. This 
can be made a very popular and harmless camp game. 

Some camps have stimulated close observation in the 
woods by playing a game like this : Hide nuts of any 
sort in hurriedly made nests of leaves, straw and twigs, 
some in old stumps, low bushes, at the side of fallen 
logs, in tall grass, and so forth. The nuts are known as 
eggs, and the boy finding the most eggs on a hunt is 
declared winner. As soon as a boy sights a nest he 
shouts, 'T spy !" and must then point it out to the others 
before he can claim the eggs. Be sure to place very 
numerous nests, or the game will lack zest. Apples, pota- 
toes, anything that can be had easily, will do. 

Pet Show 

In camp many of the boys catch snakes, birds, beetles, 
turtles, lizards, etc., and make pets of them. Some even- 
ing announce a pet show and have all the boys bring 
their pets and exhibit them. 

Playing Detective 

Set a room, or prepare a piece of ground, with small 
signs, tracks, etc. Then read aloud the story of the 
crime up to that point and let each boy, or each group 
of boys from various tents, in turn examine the scene 
for a given time, and then give their solution of the 
mystery. 

Relay Race for Mail 

This kind of a race has been successfully carried out 
at Camp Becket and has created much fun. Divide the 



SUGGESTIVE EVENTS AND IDEAS 217 

boys into two groups to compete against each other, and 
have them stationed at intervals along the road to the 
post-office. When all is ready a mail pouch is given to 
each side, and the race proceeds as the common relay 
race. When the postmaster receives one of the pouches, 
he puts half of the mail into it, stamps the time on a 
slip of paper, and gives it to the waiting boy, who pro- 
ceeds back to the next boy, and so on. The side getting 
their pouch back to camp first, wins. 

Running the Gauntlet 

Have the boys form in two lines, facing each other, 
each having in his hand a stocking filled with grass or a 
pillow. At a given signal the boy to be initiated is 
started at one end, and as he passes between the lines, the 
boys hit him with the stuffed stocking. 

Shadowgraphs 

Shadowgraphs are produced by having a flash lamp in 
the rear part of a tent which has the front flaps closed. 
The audience are seated in front of the closed flaps. The 
performers do their part in the tent, and with a little 
practice can produce some unique as well as funny and 
interesting shadow pictures. 

Sense Testing Night 

This is very amusing as well as educational. 

Test I. Sight — Have various objects on a table, giving 
each boy but a few seconds to look. 

Test 2. Taste — Prepare various articles for the boys 
to taste. 

Test 3. Smell — Have various fluids in bottles. 



2i8 CAMP AND OUTING ACTIVITIES 

Test 4. Hearing — Counting the words while some one 
reads a short selection. 

Test 5. Feeling — Place numerous articles in a bag 
and have the boys reach in and feel the objects. 

Each boy is to keep a record of these tests, and the 
one who gets all of the tests right wins a prize 

Stunts for the Timid 

1. The Weeping Diamond 

A small piece of ice, which has been rolled around in 
the hand until it is smooth and about the size and shape 
of an egg. This is placed in a boy's hand and he is told 
it is the Weeping Diamond from Ponce de Leon's Foun- 
tain of Youth, which stands for loyalty, truth and hon- 
esty. 

2. The Mummy Hand 

A glove filled with wet sand. This is the mummy hand 
of some bad renegade, who was killed near camp years 
ago. It is the hand of treason and brutality. To be 
placed in a boy's hand when he is blindfolded. 

3. The Frozen Eye of the Fish-god 

Place an oyster in a dish, and the boy, being blind-' 
folded, is required to eat it. He is told that.it is the 
frozen eye of the fish-god. 

ShufHeboard 

This game is very popular on shipboard and there is 
no reason why it should not be equally popular in camp. 
Mark off a diagram on the floor of the lodge, as here 
shown. Twelve flat, wooden discs, six for each side, 
and two long sticks, with a block nailed at the lower end. 



SUGGESTIVE EVENTS AND IDEAS 



219 



constitute the rest of the equipment. The object of the 
game is to shoot the discs along the deck or floor, from 
the starting line about twenty-five feet away, so that they 
will stop on the numbered squares. If a disc stops so 





-t- ;o 




8 


; 


6 


3 


8 


4 


f 


5 


Z 




-10 





that it is touching a line, it does not count, and if it 
stops in the square nearest the players, which is marked 
10, it counts minus ten for that side. The game is gen- 
erally played for 100. 



Target Shooting 

It is a simple matter for any camp director to borrow 
the necessary guns for a camp target shoot. Many camps 
now conduct a shoot once a week for all campers, the 



220 CAMP AND OUTING ACTIVITIES 

entire affair being at all times under strict discipline and 
carefully supervised. 

Twenty-two caliber cartridges are very inexpensive 
when bought by the thousand, and any local hardware or 
sporting goods man will supply quantities of printed tar- 
gets. 

Much interest can be added if an expert shot can be 
brought to the camp for an exhibition. 

Post the scores each week in a prominent place, and 
award a ribbon at the end of the season for the best 
single score made. 

A Novel Treasure Hunt (i) 

Call the camp together and read aloud to them a mys- 
terious letter that has just arrived. The contents of the 
letter will carefully direct the campers to where they will 
find detailed information as to the exact location of 
a buried treasure that will be of much interest to every 
live boy. 

By following the instructions the boys will discover a 
second letter in hiding, and it will give directions that 
will result in the finding of another letter, and so on to 
whatever length you wish to carry the game, the last let- 
ter telling where is hidden a choice lot of "eats." 

This game is very adaptable, and can be made to teach 
observation, trailing, and tracking. It can be very suc- 
cessfully used for an all-day hike or a longer excursion, 
if given careful thought and well planned out. It is hard 
to find its equal for nature study, the letters using the 
identification of various trees, flowers, directions by moss 
on trees, birds' nests, and so forth. In one such hunt 
the boys were completely at sea because they could not 
tell a red oak from a white oak, or an elm from a beech. 



SUGGESTIVE EVENTS AND IDEAS 221 

Needless to say they returned to camp and learned how- 
to identify every tree in the neighborhood. The a'easure 
was ultimately found and proved to be a splendid book 




Finding the Treasure 

on "How to Know the Trees." This game has great edu- 
cational possibilities to a versatile camp leader. 



Treasure Hunt (2) 

There are several interesting variations of the above 
game. A map or chart, prepared by the leader or referee, 
giving the location of the various points to be visited, 
and the location of the treasure, give excellent practice 
in map or chart reading. The boys should only be per- 
mitted to see the map for a certain length of time before 
the hunt begins, depending upon their memories for 
directions. 



222 CAMP AND OUTING ACTIVITIES 

Another variation is the old paper chase method, the 
one hiding the treasure leaving a paper trail, of course, 
doubling to throw the hunters off the trail. The trail 
may be made by scout tracking irons, v^^orn by the one 
hiding the treasure. The common scout trailing signs, 
made w^ith stones, twigs, etc., may also be used. On 
large bodies of water, canoes or boats may be used, each 
boat carrying two boys. The directions should only show 
distances and directions of the various points, letting the 
boys work out the location of the treasure with a com- 
pass. They should be required to turn in a map or chart 
showing the course followed. 



Camp Orchestra 

Music is a great addition to a camp. Instruct the boys 
to bring their musical instruments and with some compe- 
tent boy as leader, organize an orchestra. This can be 
used to advantage evenings and at devotional services, in 
fact, at almost all social events. 



Totem Poles, Animals, and Boards 

The planning and construction of a totem pole for the 
camp affords an opportunity for much sociability and 
goodfellowship. Around the poles many ceremonies can 
be performed. Dan Beard says: "When we go to the 
woods it is for the purpose of leading a primitive life, 
so it is right and proper to associate totems with our 
abodes in the forest." In his book, "The Boy Pioneers," 
Mr. Beard devotes an entire chapter to the making of 
totem poles that is very valuable. 



SUGGESTIVE EVENTS AND IDEAS 223 

A Tree House 

^ If very carefully supervised by an adult leader the 
building of a tree house can be made to afford much 
pleasure to a group of boys. In such an undertaking 
there are two essential things — safety first, and second, 
choice of the ideal spot. The trees built in should be 
hard wood, and the best material for ladders, flooring, 
etc., is aspen or cedar. Build the house at a point that 
will make it a lookout station out over the lake, down the 
river, or on the mountain. Secure and mount on the 
platform a telescope, and be sure to build either a cement 
hearth or a clay surface upon which to build a small fire. 
Make the structure simple, not too large, and make it 
substantial; avoid overloading it, and never allow a 
group to use it unless accompanied by a leader. 

One camp has such a tree house on a high rise of 
ground overlooking the camp. They call it the "Crow's 
Nest." It is a mark of high honor for a camper to be 
allowed to join in the weekly council fire held in the 
"Crow's Nest" to plan the next week's activity, to mete 
out justice to a disobedient camper, or plan some special 
stunt. The leaders have made much of it as a place for 
private helpful interviews with boys about their personal 
problems, choice of a life work, breaking up bad habits, 
and so forth. 

Many definite suggestions may be found in "Jack of 
All Trades," by Dan Beard, but for the best results build 
wisely to fit your local conditions. 

Victrola Concerts 
A camp should not be without some kind of a talking- 
machine. There is as much possibility of creating a so- 
cial atmosphere in a camp with one, as in the Association 



224 CAMP AND OUTING ACTIVITIES 

or club. In fact, a machine is more appreciated in camp 
than in the city. Be sure to have the best selection of 
records. It is easy to help the boys appreciate good 
music. 



CHAPTER IX 
PAGEANTS AND PLAYS 

The Abnaki Pageant 

This pageant was presented at the State Camp of Ver- 
mont with wonderful success. The play was written by 
John C. Farrar, one of the campers. By his permission 
the play is printed in' full. 

Cast of Characters 

Hermit 

Conscience 

Oyoha 

Chequalis 

Amadaga 

Wenenoe 

Samuel de Champlain 

Jean de Breboef 

Herald 

Indian Braves, Squaws, and Boys. 

The text is as follows: 

Act I, Scene I 

The head of a bay behind which is a deep forest. 

(Enter the Herald) 

The Prologue 
Herald : 

In this continued Marathon of life, 
So grim and grave with its reality, 
To stop awhile and play, as children do, 

225 



226 CAMP AND OUTING ACTIVITIES 

Would make some o£ us older mortals young 

In thoughts and spirits and in sympathies. 

And so, indeed, it is our earnest hope 

That in these simple scenes we here portray, 

Of fact and fancy in our pageantry. 

You may awake and youthful be again, 

In dwelling in the days long since gone by, 

When men were made of stronger build than now, 

When stirring scenes were acted, blood was shed, 

When over the broad bosom of the Lake, 

The barks of savage, French, and Britisher 

Were moved like pawns in battle for the soil. 

So please accept our simple acts to-day, 

In the same spirit which we give them here. 

(Exit Herald) 

(Enter a priest, the Hermit, clad in the regulation robe 
and cowl) 

Hermit : 

Oh Lord, I lift my humble eyes to Thee, 

A penitent for all the grievous sins. 

Which, in my life of misery and crime 

I have committed; therefore, gracious Lord, 

I beg Thee hear my prayer of penitence. 

In youthful follies oft I was enticed 

To yield to all the world's false gaieties; 

But soon I saw my then most foolish self 

As was I truly with my youthful whims. 

I sought the comfort of the Mother Church, 

And now, a priest, have wandered far and wide, 

A hermit. Lord, a silent worshipper 

Of all the wonders of the mighty world. 

Across the plains and mountains have I fled, 

Alone, with but the presence of Thy grace. 

And yet I have not found that which I sought — 

The peace of God, which passeth all belief. 

A lonely man I live, and when I die. 

Alone with nature's wonders shall I be. 

But Thou, Lord, grant me peace before the end. 

(Enter Conscience personified as a monk) 



PAGEANTS AND PLAYS 227. 

Conscience : 

I am thy conscience, listen now to me ! 

Here where fair nature rules and reigns supreme, 

The rosy tinted dawn begins the day, 

The birds sing hymns of joyous praise to God, 

And all is peace, where sin can have no place. 

The day is ended when the lustrous sky 

Shines like the King of Glory's golden crown, 

And night descends upon the silent woods. 

What good can mortal do, where all is pure? 

What good hast thou been to thy fellow men. 

Who are so crowded in the cities' streets, 

Where dawn brings but a gray and listless glow, 

And sunset but the terrors of the night? 

Oh, selfish priest, thy duty is not done. 

Watch, man of misery, and thou shalt see 

'~ The scenes of many phases, many years 
Of human life and duty, that, fulfilled. 
Hast more of worth than all thy false denial — 
Thou thinkest more of Heaven and thy soul, 
Than of thy fellow man. Is this not so? 

Hermit : 

It is, most reverend sir, but let me sleep 
Awhile in peace, I weary of the world. 

Conscience: 

Sleep if thou wilt, but not in peace as yet. 
For visions of the days gone by shall haunt « 
Thy slumbers like reproachful ghosts of yore. 
(The Hermit sleeps, and the robes of Conscience fall 

from him, and he steps forth a young Indian medicine 

man.) 

The morning breaks upon the glist'ning bay. 
And with its coming, wake, oh Indian hosts ! 

{Shouts are heard in the distance) 

Abnaki braves return from shady realms, 
From happy hunting grounds of Paradise, 
And live again awhile upon the earth. 

~ {To the Hermit, in dreams) 



228 CAMP AND OUTING ACTIVITIES 

The Indian, cruel pagan though he was, 
Yet did his duty as God gave it him, 
And though not mindful of the Christ, 
Yet worshipped in his blind and groping way, 
Through nature's wonders. One Almighty God. 
(End of Scene I) 

Act I, Scene II 

Same setting as in scene one. Conscience has van- 
ished in the underbrush, and from the pathway through 
the forest comes an Indian woman bearing a jug. From 
a little way up the beach a crowd of noisy young Indian 
boys run down and into the water, where they have a 
great time swimming and playing. There is one boy 
who does not seem to belong with them, but sits alone 
on the beach. The woman fills her jug at the lake, and 
then sits down at the front of the stage. 

Oyoha: 

Oh sun, Oh water, moon, or stars, or earth, 

Oh great and mighty firmament above ! 

Some wonder of the universe must know. 

Must feel and love the mortals He creates. 

Tell me, Oh Spirit, who Thou art, and why 

Thou madest me that I must live a life 

Where all my people look at me with scorn. 

'Twere better far these withered limbs were not. 

And never had been. 

{Enter Amadaga, the Indian Chief) 
Amadaga: 

Haste, thou cursed one. 

Why stand thus prating to the universe? 

To think that thou would'st think that spirits care 

For such as thine ; be up, be gone, away ! 

Stand not and stare at me in idle thought. 

{He pushes her away) 
Oyoha: 

Amadaga, I care not for myself, 

I care not what dread pains I have to bear, 



PAGEANTS AND PLAYS 229 

But for my son, who sits upon the beach, 
He is alone, apart — 

Amadaga: 

And why not so? 

He is no true Abnaki lad; but think. 

His father lived and fought below the Mohawk Rock. 

He'd kill me gladly, scalp me, torture me. 

Were he alive, and to this half-breed son. 

Why should I better mercy show? And yet 

He lives upon us, eats our meat and grain. 

And then you ask me why he is alone. 

The brave lads shun him, for they know his birth. 

Oyoha: 

And then 'tis useless I should'st ask 

That he might run together with thy lads? 

Amadaga: 

Why, woman, 'tis as useless to ask 

The sun to change his course, and see to it 

That thou say'st not such things to me again. 

(Conscience enters, and Oyoha stands silent at side of 
stage) 

Conscience : 

Kechi Newaskw greet thee. Oh great chief ! 

Thou hast a goodly village on that point. 

And this spot here would almost make one think 

Mechi Newaskw ne'er could enter hearts 

Steeped in such beauteous and such wondrous scenes. 

I come from far to northward, and my tribe, 

The Accomintas, are Abnakis too. 

And, therefore, we are kinsmen, mighty chief. 

Amadaga: 

Most welcome thou art, Accominta brave. 
A great feast we are holding here to-day. 
When all the boys and young men of our tribe 
Contest to see which is the strongest man. 
Stay here and watch them ; we can always find 
Some pleasure in the sports of our young men. 



230 CAMP AND OUTING ACTIVITIES 

Conscience : 

I will stay, Oh Amadaga, the great, 

And watch the young men at their trials and games. 

Amadaga: 

What is thy name, Oh stranger, that I may 
Inform the tribe of this our honor great? 

Conscience : 

At-o-sis I am called. Oh chief, the Snake. 

I am a mighty man of medicine, 

A master of the mystic healing arts, 

A mixer of the herbs and curious plants, 

That heal dread wounds, or cure diseases sore. 

Amadaga: 

A man of medicine, At-o-sis, Snake? 
Could thou but heal my daughter, learned one, 
My heart would overflow with gratitude. 
When she was but a child, she ran and played 
Like other children, but now when a maid. 
She droopeth like a flower dried in the sun, 
A lily cut and withered on the grass. 
Come — I will bring you to her at the camp. 

Conscience : 

Nay, bring her to me here beside the Lake, 
That she may see the ripples in the sun 
Make sparkling laughter on the solemn waves. 

Amadaga: 

Rest here awhile, then, while I go 

And bring Wewenoe to thee, mighty one. 

(Exit Amadaga) 
(At-o-sis turns to Oyoha, who comes forward, and speaks 
to her.) 

At-o-sis: 

Why art thou sad, Oh woman, why not smile? 
Such gruesome looks will never cause thee joy. 
Tell me thy trouble, I may help thee some. 



PAGEANTS AND PLAYS 231 

Oyoha: 
I loved a Mohawk youth and married him, 
Then went to live below the Mohawk Rock. 
He died, and I was cast out by his tribe. 
I found my way back here with my young boy; 
They welcomed me, yet treat me now with scorn. 
And see him, lonely, sitting- on the beach; 
The boys avoid him, will not play with him, 
And the great chief prohibits him the race. 

Conscience : 

And is that all, my woman? Feel not sad, 
To-day he runs with all the other lads. 

(Amadaga enters with two other braves, supporting We- 
wenoe) 

Oyoha: 

Oh thanks, my noble sir. 

At-o-sis: 

Hush, here they come. 

(Some of the boys come up from the lake and cluster 
around, others merely stop their play and watch. We- 
wenoe lies down, and Oyoha always keeps in the back- 
ground.) 

Amadaga: 

Wewenoe, see this Accominta brave; 

He is a mighty man of medicine; 

To cure you is his purpose, lovely one. 

Wewenoe: 
Ah, 'tis but useless labor, sir, I fear. 

Conscience: 

Oh, do not fear. I'll have thee walking yet, 
To place the feathers on the brow of him 
Who wins the games and races here to-day. 

Wewenoe: 
Do not give me false hopes, I pray you, sir, 
For then the disappointment would be great. 



2^2 CAMP AND OUTING ACTIVITIES 

Conscience: 

Fear not, no disappointment will there be. 

Kechi Newaskw, hear my fervent prayer 

That this young girl may have her health restored. 

{He takes a little pottery receptacle from his clothes, 
and administers a feiv drops of liquid to her; she falls in 
a stupor and he motions for them to he silent. Slowly 
the girl awakens and then springs to her feet.) 

Wewenoe : 

I am alive, awake, my strength returns ! 

Oh sir, how can I thanks to you express? 

(She runs down the beach, the boys after her, as if 
overcome by his kindness and her recovery.) 

Amadaga: 

There is no gift too great for me to give 

To you who cured this lovely child of mine. 

Whatever you desire I give to you. 

(Conscience says nothing but acknowledges the other's 
favor by a bow.) 

Amadaga: 

Come, we must to the village go at once. 

The time for all the races will be here. 

(Exit Amadaga and the braves. Conscience lingers.) 

Conscience (to Hermit in dreams) : 

Oh Hermit ! have you yet seen in your dreams, 
That even pagans can be better than 
A man like you, so selfish and so blind? 

(Exit Conscience) 

(End of Act I) 



Act II, Scene I 

The same as act one. Samuel de Champlain enters in 
a canoe. He is followed by several Indians. The Her- 
mit lies asleep at the side. 



PAGEANTS AND PLAYS 233 

f 

Champlain : 

This bright, new world that lies before us here, 
With all its glowing promises for life, 
Contrasted with the older continent 
Would shine above her as the morning star 
Arises in the east and sends her glow 
Across the lessening shadows of the morn. 
This newer world that lies before me here, 
Unsullied by the taint of races that 
Are striving for the gain and show of life, 
Is fresh, and like a babe, new born to life, 
Whose eyes are opened to the glittering show 
Of many worlds unknown to him before. 
It almost seems a pity that we should 
Unveil the beauties of this continent 
To eyes that scoff at beauty's glad array, 
And look at nature's wonders in the light 
Of their commercial value. Would that I 
Had never found this opalescent lake, 
Surrounded by the towering faces of the hills, 
And dotted with these green and verdant isles. 
But I must on, and stop not here to-day, 
But reach the mainland 'ere I make my camp. 

{Exit Champlain^ 
{End of Scene I) 

Act II, Scene II 

The scene changes to an open meadow, back of which 
is a grove of cedars. The meadow is arranged as an 
Indian village, with several tepees, a camp fire in the cen- 
ter, and squaws, children, and braves clustered about, idle, 
waiting the beginning of the games, Amadaga, two other 
braves, and At-o-sis enter from the left, and Amadaga 
comes to the front of the stage. 

Amadaga: 

Arise and come here to the blazing fire. 

The time has come when we must test the skill 

Of the young men, our future leading braves. 



234 CAMP AND OUTING ACTIVITIES . 

Kechi Newaskw, grant that in these games 
The best and bravest of our growing boys 
May win the feathered crown on this glad day. 

(The Indians slowly gather along the back of the stage, 
leaving a space in the front for the contestants. A brave 
beats a tom-tom and all the boys come tip from the lake, 
as well as the braves and squaws. Amadaga stands at 
the right and announces the various events. At-o-sis 
stands with him, and Chegwalis, the son of Oyoha, stays 
among the crowd.) 

Amadaga: 

Now all young men come forward for the games, 

And stand in line before me on the right; 

Then two by two come out and try your skill 

In throwing down your brother on the ground. 

(Then follow three exciting wrestling matches, which 

add much to the interest of the play.) 

Amadaga: 

Now for the shooting contest. One by one 

Come forward and with this, my strongest bow, 

Aim at the branch that I point out, and see 

What kind of archers are our future braves. 

(One by one then come forward several boys and shoot 

at the given mark, amid the loud plaudits or hisses of the 

tribe.) 

Amadaga: 

Now gather for the shorter races here, 
By sixes run them off, each group in turn. 
Then after, let the ones who win each dash 
Contest to find the winner of them all. 

(Dashes are run by the boys) 

Amadaga: 

Now comes the longest race; on this depends 
The choice of him who leads you in all wars, 
Who judges you in days of quiet peace, 
And intercedes with all the spirit folk. 

(Great excitement is manifested by all) 



PAGEANTS AND PLAYS 235 

Af-o-sis: 

The only gift I wish to ask from thee, 
Is that Chegwalis, who was not to run. 
May do so by thy will, Oh mighty chief. 

Amadaga: 

Thy wish is heard and cannot be denied. 
Come forward, Oh Chegwalis, spotted frog. 
And take thy place among the other lads. 

(Then the race takes place, and at the heat of the tom- 
tom they rush off to run around the grove. Chegwalis 
gets a good lead. Most of the inhabitants of the village 
go to the corner of the grove, where they can he heard 
yelling. Then they come running in hy the side of the 
contestants. At-o-sis and Oyoha remain behind.) 

Oyoha: 

Oh mighty man of medicine, thy help 
Has been so great to me and I have nought 
To give thee but my greatest thanks. 
Oh how I pray that he may win the race. 
My cup of happiness would then be full. 

At-o-sis: 

I hope so, too, Oh woman, and he may; 
The spirits ever favor those who mourn. 
Thy thanks are gladly given. I rejoice 
To help all such afflicted ones in need. 

(He goes to the corner also, and she remains with head 
bowed. Chegwalis wins the race. When the contestants 
finish, many of them fall to the ground in a weak state. 
The noise of the plaudits of the tribe is great, and amid 
this din Wewenoe comes forward and places the feathered 
crown on the head of Chegwalis. Then follows an In- 
dian dance in which all join.) 

{End of Act II) 



236 CAMP AND OUTING ACTIVITIES 

Act III, Scene I 

The same scene as act two, except that the camp has 
been converted into a sort of chapel, with a rude stone 
altar, crucifix, and lighted candles. The priest, Jean de 
Breboef, stands in front of this altar, and reads in sono- 
rous tones the 121st Psalm in Latin. 

Jean de Breboef: 

Levavi oculos meos in montes, unde 

Veniet auxilium mihi. 

Auxilium meum a Domino, qui fecit 

Coelum et terram.. 

Mon det in commotionem pedem tuum: 

Neque domitet qui custodit te. 

Ecce non dor nitabit neque dormiet. 

Qui custodit te, Dominus protectio. 

Tua, super manim dexteram tuam. 

Per diem sol non uret te: neque luna 

Per nootem : 

Dominus custodit te ab omni malo: 

Custodiat animam tuam Dominus. 

Dominus custodiat introitum tuum. 

Et exitum tuum: ex hoc nune, et esque 

In saeculum. 

(He gets no further than this with his service, as the 
Indians surround him and rush him back into the zvoods. 
All is silent for some time and then is heard the crackle 
of Hames around him, as he is tied to the stake:) 

Jean de Breboef: 

I come, my Saviour, my Lord, I come. 

(This is followed by the yelling of the Indians while 
the fire burns and the smoke drifts upzvard and his life 
goes out.) 

{End of Act III) 



PAGEANTS AND PLAYS 237 

Act IV, Scene I 

Same setting as in act two, but the signs of the Indian 
camp and chapel have been removed, and there is nothing 
but the background of evergreens. 

{Enter Conscience in the robes of a priest) 

Conscience: 

Oh hermit, in these scenes of human life. 

Each man has done his duty as he could, 

In helping, or in hindering the world; 

Then have you seen that in your paltry life 

The world has been no better or no worse 

For thine existence? It were better far 

To be a pagan, stumbling, stupid, blind. 

Than to profess to be a man of God, 

Helping no one in this weary world 

That needs so much help from such men as you. 

Awake ! arise from slumbers of the dead. 

(Hermit arises from the ground, and, standing in front 
of Conscience, speaks.) 

The Hermit: 

The scales have fallen from my blinded eyes. 

The world stands out in colors new and bright. 

So many opportunities are in our life 

To help the weak and helpless of mankind, 

I will arise and take my pilgrim staff, 

Then seek the villages of all the world, 

To bring to every sufferer and child 

Such succor and such comfort as I may. 

Into the crowded avenues of sin, 

Into the lanes of misery and crime. 

The very way I did avoid before 

I'll seek with energy and spirit now. 

Conscience: 

I hear your great resolve and only laugh, 
I scoff at these, thy good, but tardy thoughts. 
When wandering through the vales of deep despair 
Among the thick and cloudy shades of gloom, 



238 CAMP AND OUTING ACTIVITIES 

Where through the chasm of an awful fate 
You see the fiery flames of seething hell, 
Then 'twill be time for thee to think 
Of vain resolves made when it was too late. 
Thy body has expired and this is death. 
That which before me stands and talks to me 
Is but the soul of him who talked before. 
There is thy body, man of misery ! 

(As he speaks, across the back of the stage go men 
bearing a stretcher with a body covered by a black cloth.) 

Go, doomed one, to the black abyss of death. 

{The Hermit starts to leave the stage with bowed head, 
and then suddenly lifts it.) 

Hermit : 

What is this glorious light that shines above? 

Conscience: 

It is the Star of Hope. Do not despair ! 

{Exit the Hermit) 

{Conscience stands in the center of the stage with 
bowed head while the Epilogue is read.) 

Epilogue 

Herald : 

The play is ended and the shades have gone. 
The curtain has been drawn across the past. 
From out the wond'rous vista thus revealed 
Take home the simple lesson of the priest. 
Then pardon all the faults and crudities. 
Which have appeared in these, our humble acts, 
And only take away with sympathy 
The holy truth embodied in our play. 

(Finis) 



PAGEANTS AND PLAYS 



239 




A Forest Theater 



Biblical Dramas 

There is available a series of biblical dramas by Harris 
G. Hale and Newton M. Hall that are inspirational and 
helpful, and worth while investigating. They sell for 10 
cents a copy. The titles are as follows : 

The Story of Joseph and His Brethren. 

The Story of Jacob. 

Moses, the Liberator. 

Samuel and Saul. 

David, the King. 

The Story of David and Jonathan. 

The Story of Solomon. 

The Story of Job. 

The Story of Elijah. 

The Messages of the Prophets. 



240 CAMP AND OUTING ACTIVITIES 

Nehemiah, the Builder. 

Paul, the Prisoner of the Lord. 



The Finding of Manitou 

A Play by Charles R. Wakeliag, From 

HOW MEN FOUND THE GREAT SPIRIT 
A Story by Professor H. M. Burr 

Directions to Players 

To make this part of the program a great success these 
directions must be followed to the letter: 

1. Commit all lines to memory immediately. 

2. Practice reciting and acting your part aloud at home 
and during all your spare time. 

3. Put your personality behind your part, making your 
character a living rnan, 

4. Follow all suggestions carefully. 

5. Do not make too hard work of your part. As each 
of us has some of the Indian in him, we should allow 
everything to come as naturally as possible. 

Synopsis 

Act One — The Going Forth. 

Act Two — The Finding. 

Act Three — The Triumphant Return. • 

Characters 

The Great Council: Wakam, Mahng, Wawa, Nawad- 
aha, Wabun, Makwa. 
Wo, Chief of Council. 
Voice of the Great Spirit, Manitou. 
Time, about 1000 B. C. 
Place, base of the Selkirks. 



PAGEANTS AND PLAYS 241 

Act One 

the going forth 

[Rise of curtain discloses the Sun dance by the council 
around fire as sun sets. Among the council is the chief, 
who leads the dance. Stage should be darkened and 
gradually grow darker, representing the sunset. As stage 
grows darker, the fire grows brighter. As sun sinks the 
council finish dance and kneel around the camp fire, 
bowing to the sun. Wo rises, walks to front of fire, 
where he stands with his back to audience, raising his 
arms and lowering them three times, then returns to his 
place. The fire should represent embers as far as pos- 
sible.] 

Wo. Now, my brothers, we will continue our discus- 
sions of last night. Surely we have learned much. 

Wawa. Yes, that is true, we have learned many things. 
We have learned that cold weather follows hot, and 
spring, winter. 

Naivadaha. And does not the sun get up in the morn- 
ing and go to bed at night? 

Mahng. I have noticed also that the great water is 
kindly when the sun shines, but when he hides his face 
and the wind blows upon the water it grows black and 
angry. It has upset my canoe. 

Wakam. My grandfather has told me that at one time 
he lighted the dry moss by rubbing flints. Also I have 
seen him do it as we have done to-night by rubbing dry 
sticks together. 

Makwa. We indeed have a great servant. He will 
bring back summer in the midst of winter. 

Wakam. And day in the midst of night. 

Wabiin. But he is hungry and we must feed him. 
(Places a stick on fire.) Have you noticed that when he 
escapes he devours the woods? 

Mahng. I have, and also have I found that water was 
the only means by which we could stop him. 

{A long pause, as they sit silent, gazing at fire as if in 
deep thought. Wo stirs. As soon as he speaks the audi- 



242 CAMP AND OUTING ACTIVITIES 

ence should grasp the idea that Wo is a greater leader 
and thinker.) 

Wo. Brothers, we have learned much indeed, but there 
is more to learn. Where do we come from? From 
whence come I? Whither am I going? Why does this 
sun rise and set? Why does life burst into leaf and 
flower with the coming of the spring? 

Wawa. Why does the child become a man and the 
man grow old and die? 

Wo. These mysteries grow upon me day after day. 
I have stood in the morning (rises, gesticulating) on the 
mountain top and cried to the sun, ''Whence?" At night 
I have cried to the moon "Whither?" But they are silent. 
I have listened to the soughing of the trees and the song 
of the brook and have tried to learn their language. 

(More thoughtful silence.) 

N awadaha. Wo, you are too long silent. As chief of 
our tribe, you must know more than you have told us. 
For six moons have you been silent and absorbed, as if 
you were bowed with grief or carrying a great burden. 
Tell us, O mighty chief; counsel with us that we may be 
of help. 

(Wo still remains silent.) 

Makwa. Our fathers since the beginning have been 
wiser than the beasts of the woods. Why are you not 
satisfied? There is none so cunning as the fox, but we 
can trail him to his lair. Though we are weaker than the 
great bear and buffalo, yet by our wisdom we overcome 
them. 

Wahun. See, we speak great swelling words, "How 
great and wise we are. There is none like us in the air, 
in the wood, or in the water." 

Wo. (Jumping up suddenly as if in anger.) But the 
words are false. Our pride is like that of a partridge 
drumming on his log in the wood before the fox leaps 
upon him. Our sight is like that of the mole burrowing 
under the ground. Our wisdom is like a drop of dew 
upon the grass. Our ignorance is like the great water 
which no eye can measure. Our life is like a bird coming 
out of the dark, fluttering for a heartbeat in the tepee and 



PAGEANTS AND PLAYS 243 

then going forth into the dark again. No one can tell us 
whence it comes or whither it goes. I have asked the 
wise men and they cannot answer. I have listened to the 
voice of the trees and wind and water, but I do not know 
their tongue. I cannot understand it. 

Mahng. Neither can we, nor did your father or 
mother. Did they not name you Wo because they did 
not know from whence you came or whither you are 
going? 

Wo, But listen. To-day, in the silence before the 
darkness gives place to light, I seemed to hear a still 
small voice within my breast saying, *'Wo, the questioner, 
rise up like the stag from thy lair; away, alone, to the 
mountain of the sun. There thou shalt find that which 
thou seekest." And so I go, but if I fall by the trail 
another will take it up. If I find the answer I will return. 

{Council rises. Wo lays hands on each one and then 
exits. Wabun and Nawadaha put more wood on the 
fire and all sit around it, gating at it as if deeply moved 
in thought. As curtain descends slowly they how three 
times in reverence to the fire.) 

(Slow Curtain.) 
Act Two 

THE FINDING 

[On the summit of the mountain. Stage lighted to rep- 
resent sunset. Wo enters wearily from left. The skins 
which he wears are torn and tattered. He has been 
through all kinds of hardships during the last two days. 
He looks about him. A bitter cry breaks from his lips, as 
he seems to suddenly see the sun away in the distance.] 

Wo. Have I climbed all day long to find only this? 
Ah, I am not on the mountain of the sun. For there 
is the sun sinking in the great water many days' journey 
to the west. 1 thought that I would sleep to-night in the 
tepee of the sun and he would tell me whence I come 
and whither I go. Is my long trail useless? Can I 
not find the answer? The sun must journey farther and 



244 CAAIP AND OUTING ACTIVITIES 

faster than men dream. Of wood and waste and water, 
I see no end. 

[Stage darkens as if a storm is approaching, thunder 
in distance. Overcome with weakness, Wo falls, with 
his back toward right (sunset). He falls asleep and 
mumbles. The storm breaks, stage grows darker, wind, 
thunder and vivid lightning. Wo sleeps through it, toss- 
ing and turning as if in a great struggle or passion. 
Soon a great hush comes over the scene. The storm 
seems to clear. Stage still dark, but lighter than before. 
Wo hears a quiet voice and sits up, listening. Spot light 
comes from above Wo, resting on his face, representing 
the spirit.] 

Spirit. (Off stage.) Wo, I am he whom thou seek- 
est; I am the Great Spirit, Manitou. I am the All-father. 
Ever since I made man of the dust of the earth and so 
child of the earth and brother to all living, and breathed 
into his nostrils the breath of life, thus making him my 
son, I have waited for a seeker who should find me. In 
the fulness of time thou hast come. Wo the questioner, 
to me the answerer. (PVo sits up and looks about him 
mystified. ) 

Thy body is of the earth and to earth returns; thy 
spirit is mine. It is given thee for a space of time to 
make according to thy will ; then it returns to me better 
or worse for thy making. Thou hast found me because 
thy heart was pure and thy search for me tireless. Go 
back to thy tribe and be to them the voice of the Great 
Spirit, the great Manitou. Henceforth I will speak to 
thee and the seekers that come after thee in a thousand 
voices, and appear to them in a thousand shapes. I will 
speak in the voices of the wood and streams and of those 
you love. I will appear to you in the sun by day and the 
stars by night. When thy people and mine are in need 
and wish for the will of the Great Manitou, then shall 
my spirit brood over thine and the words that thou shalt 
speak shall be my words. 

(As Wo sleeps again the storm gradually passes. 
Stage gradually lightens up from left to right. The 
sun rises and when everything is bright Wo awakes.) 



PAGEANTS AND PLAYS 245 

Wo. (Wondering.) Sunrise. Day at last. My body 
is warmed by the rays of the sun, while a great gladness 
seems to fill my very being and soul. Ah, I remember. 
I have sought and found. (Prays.) O great Spirit, 
great Manitou, Father of my spirit, the sun is thy mes- 
senger, but thou art brighter than the sun. Drive thou 
the darkness before me. Be thou the light of my spirit 
and my life. 

(Slow Curtain.) 



Act Three 

the triumphant return 

[Rise of curtain discloses council assembled, with same 
scene as in Act One, Wakam and Mahng cleaning fish 
at left of stage, Wawa and Nawadaha sharpening arrows 
at rear center, while Wabun is sewing skins and Makwa 
making a new bow.] 

Wakam. Wo has come back. How changed he is. 

Mahng. His face shines like the sun, when he smiles 
at the birth of the year. 

Wawa. We will call him, "He of the Shining Face." 

(Wo enters from right with face aglow.) 

Nazvadaha. (Approaching Wo.) Welcome back, O 
great chief. 

(All bow, drop work and make signs as they gather 
in a group around Wo at left of stage.) 

Wabun. Wo, we know that you have found the an- 
swer, but for one whole day you have refused to tell us 
about it. We see it in your face. May we rejoice with 
you and share your happiness? 

Makwa. Something wonderful has happened. We 
are waiting for the truth. 

(Wo stands for a moment as if he were waiting. 
Then he seems to have receiz'ed an inspiration, makes 
sign motioning them around the fire. They sit in places 
as in Act One.) 

Wo. I have wonderful words to tell you, O my chil- 



246 CAMP AND OUTING ACTIVITIES 

dren and brothers. I went, I sought, I found the Great 
Spirit. I have found Manitou. 

{The council arise together, bow low together, and 
say together, ''The Great Spirit." Then they sit with 
solemnity.) 

Wo. He dwells in the earth as your spirits dwell in 
your bodies. It is from him the spirit comes. We are 
his children. He cares for us more than a mother for 
the child at her breast, or the father for the son that is 
his pride. His love is like the air we breathe; it is about 
us; it is within us. 

(Council look at Wo and then at each other in won- 
der.) 

Wo. The sun is the sign of his brightness, the sky 
of his greatness, and mother-love and father-love and the 
love of man and women are the signs of his love. We 
are but children; we cannot enter into the council of the 
Great Chief (Wo bozvs and the council how while sit- 
ting) until we have been proved; but this is his will, that 
we love one another as he loves us; that we bury for- 
ever the hatchet of hate ; that no man shall take what is 
not his own, and that the strong shall help the weak. 

{Council still wondering. Each man bozvs to the fire.) 

Wo. We are his children. Therefore, let us bury 
the hatchet of hate and plant the acorn of peace. 

{They wait as if in doubt and then show sudden de- 
cision.) 

{A solemn hatchet dance, accompanied by an Indian 
chant, takes place around the fire. Wo takes a stone 
shovel and a hatchet. All the council stand around Wo, 
who digs and shovels and then buries the hatchet at 
right of stage.) 

Wo. Thus bury we hate between man and his brother. 

{Another short dance, after which Wo picks an acorn 
from tree and plants it beside the buried hatchet.) 

Wo. Thus plant we the love of the strong for the 
weak. 

{A short dance around the fire and around the buried 
hatchet and acorn and then all the council kneel down 



PAGEANTS AND PLAYS 247 

around the fire, arms extended to heaven, faces lifted 
as they pray together.) 

Council. Great Spirit, Father Manitou, hear us. 
Guide us through the night and through the day. Guide 
us evermore. Make our wills thy will, our ways thy 
way. 

( They raise arms above head and then bend down 
placing arms on floor.) 

{Very Slozv Curtain.) 

(This play is a reprint from the Association Seminar, 
Springfield, Mass., and published here by their courtesy. 

Fire Water 

(An Abnaki Indian Allegory) 

This play was given at Camp Abnaki, the State Camp 
of Vermont. It was written by John C. Farrar, one of 
the campers, and was a great success. It has been highly 
praised by some of the best judges of such material. 

Those who are interested in the production of this 
play should write to State Secretary, Young Men's 
Christian Association, Burlington, Vermont. The play 
has been printed and copies may be secured at small 
cost. 

Play the Game! 
Poem by Henry Newbolt 
Scene I. — Tableau of boys playing cricket. 

Recitation 

There's a breathless hush in the close to-night — 

Ten to make and the match to win— 
A bumping pitch and a blinding light. 

An hour to play, and the last man in. 



248 CAMP AND OUTING ACTIVITIES 

And it's not for the sake of a ribboned coat, 

Or the selfish hope of a season's fame, 
But his captain's hand on his shoulder smote — 

[Action: The captain steps up to the batsman, puts 
his hand on his shoulder, and says to him urgently — ] 
"Play up! Play up! And play the game!" 

Scene II. — Tableau. Soldiers in a hard-fought fight 
retreating — a young officer among them. 

Recitation 

The sand of the desert is sodden red — 

Red with the wreck of the square that broke; 

The gatling's jammed and the colonel dead, 
And the regiment blind with dust and smoke. 

The river of death has brimmed its banks. 
And England's far and Honor a name. 

But the voice of a schoolboy rallies the ranks — 

[Action: The young officer stands forward, pointing 
his sword to the enemy, and the retreating soldiers turn 
ready to cJiarge with him as he cries — ] 

'Tlay up ! Play up ! And play the game !" 

Scene III. — A procession of all Izinds of men, old ones 
at the head, middle-aged in center, young ones behind — 
soldiers, sailors, lazvyers, worlzmen, footballers, etc., etc. 
— Scotch. Irish, English, Colonial — all United hand in 
hand. 

Recitation 

This is the word that year by year, 

While in her place the school is set. 
Every one of her sons must hear. 

And none that hears it dare forget. 
This they all with joyful mind 

Bear through life like a torch in flame. 
And falling fling to the host behind — 

[Action: The leader flings out a Union Jack and calls 
to the rest — ] 

"Play up ! Play up ! And play the game !" 



PAGEANTS AND PLAYS 



249 



[One in the center then calls back to the juniors: 
"Play up! Play up! And play the game!" The small- 
est of the juniors steps forward and cries to the audi- 
ence — ] 

"Play up ! Play up ! And Play the Game !" 

— "Scouting for Boys." 



Players' Scene for "Midsummer Night's Dream" 

This is a portion of one of Shakespeare's plays that 
has been successfully produced at Camp Becket for sev- 




A Shakespeare Play in the Woods 



eral years and has created considerable interest among 
the boys. They use an open amphitheater in the woods 
for their plays, which is very effective and inspiring. 



250 CAMP AND OUTING ACTIVITIES 

Peddler or Spy 

This play was written by Edward V. Ambler, and sells 
for twenty-five cents. 

The play has been produced in several camps and has 
been very successful. It is a Colonial Mock Trial, using 
from fifteen to twenty-five characters, and requires one 
and one-half hours for production. It is adaptable for 
older boys and men and calls for three feminine charac- 
ters, which can be taken by the men. 

The Upper Trail 

A Boys' Comedy Drama in four Acts, by Raymond O. 
Hanson. 

The play comprises a most vivid portrayal of boy life 
and the manner in which it is effected by organized 
effort for good. It deals primarily with the unfolding 
of the better element in the life of a typical gang leader, 
whose ideals are elevated through his contact with men 
and boys interested in his welfare. 

Every moment is full of intense action, and there is a 
sufficient amount of comedy and drama to delight any 
audience. The play runs for two hours, and can be 
produced with little scenery at low cost. Ten to thirty 
boys may be used in the cast of characters. This play 
can be secured from the author for fifty cents per copy. 

The Wayagamug Play 

At Wayagamug, Mich, is presented the only genuine 
Indian pageant given in the country to-day — the play of 
Hiawatha. The play is presented by a band of pure- 
blooded Ojibways and Mohawks, in their own language. 



PAGEANTS AND PLAYS 251 

every detail of costume and "props" is worked out by 
them and manufactured by them. 

The Longfellow legend is adhered to more or less, but 
the text of the play is the correct Indian legend. 

The "stage" of the play consists of a portion of the 
Indian village itself, which is placed on a tree-strewn 
tongue of land projecting into the large lake. 

The play can be worked up by an energetic leader, and 
made a most interesting event. 

Unprepared Plays 

Give the plot of a short, simple pla}^ and assign to 
each player his part, with an outline of what he has to 
do and say. 

And then let them act it, making up the required con- 
versation as they go along. 

This develops the power of imagination and expression 
on points kept in the mind, and is a valuable means of 
education. 

It is well, before starting to act a play in this way, to 
be a little less ambitious, and make two or three players 
merely carry out a conversation on a topic leading up to 
a given point, using their own words and imagination in 
doing so. 

— "Scouting for Boys." 

Suggested Plays 

The following plays can be well adapted for camp use: 

Aunt Dinah's Pledge. 15 cents. A temperance 
drama in two acts, by H. Seymour. Six male, three fe- 
male characters. Time, one hour. Aunt Dinah was an 
eminent Christian woman. Her pledge included smok- 
ing and swearing as well as drinking. It saved her two 



252 CAMP AND OUTING ACTIVITIES 

boys ; and by quiet, yet loving and persistent work, she 
added to it the names of many others who seemed almost 
beyond the hope of redemption. The play is both humor- 
ous and pathetic. 

Byrd and Hurd; or, A Fair Exchange. 15 cents. 
A farcical sketch in one act, by Harold Sander. Six 
male characters ; one exterior and one interior scene. 
Time, about forty minutes. For seven years a lawsuit 
has been pending between Byrd and Hurd for possession 
of a pond situated between their contiguous farms. They 
are both arrested in Boston. Byrd has a lunch served, 
but has no tobacco ; Hurd has, and is hungry. After 
bitter altercations, Byrd divides his lunch, Hurd his to- 
bacco. The exchange leads to reconciliation and per- 
sonal settlement of the lawsuit, to the disgust of Sly, the 
lawyer. The scenes are quite simple and the "situations" 
extremely comic. 

The Fruits of the Wine Cup. 15 cents. A temper- 
ance drama in three acts, by John H. Allen. Six male, 
four female characters. Time, about one and one-quar- 
ter hours. An ever popular drama with evenly balanced 
pathos and mirth, and many thrilling scenes. Arouses 
enthusiasm and commands applause. But, above all, the 
dramatic portrayal of the gradual demoralization of 
character inevitably consequent on the indulgence in 
strong drinks, and the slow but sure undermining of self- 
control and moral responsibility, afford a memorable 
lesson in strong contrast with the blessings enjoyed by 
a firm adherence to temperate principles. A very highly 
recommended temperance play. 

Fun in a School Room. 15 cents. A farcical sketch, 
in one act and one interior scene, by Harry E. Shelland. 
Four male characters, a Dutch dialect teacher and three 
pupils, consisting of a young Bowery tough, a Hebrew 
boy, and a rather good little boy. Time, about forty 
minutes. The questions and answers given in their re- 
spective personalities are outrageously funny, including 
an entirely new version of the discovery of America. 
The sketch throughout is incredibly absurd. 



PAGEANTS AND PLAYS 253 

The First Day of the Holidays. A comedy in four 
acts, by C. A. Pellanus. Six male characters. Costumes, 
modern; scenery, two Interiors. Plays an hour and a 
half. An exceptionally brisk and humorous piece, in- 
tended for male characters only. Price, 15 cents. 

CHARACTERS 

Prof. B. Willdard, a naturalist. A short-sighted old man. 

Job Shirker, a shoemaker. Envious of other men's suc- 
cess. 

Joseph Shirker, his son. A tramp. 

Henry Cooper, a police officer and a duffer, horn in 
England. 

J. T5 J ' Yschoolboys. Impertinent and full of high 
sptftis* 

Greek Costume Plays. For school, or lawn perform- 
ance. By M. Nataline Crumpton, Mrs. Mary L. Gad- 
dess, and others. An assemblage of popular entertain- 
ments, mostly on classical subjects and calling for Greek 
dresses. All have been popular as independent publica- 
tions, in which form many are still in print. The follow- 
ing list of titles will amply suggest the nature of the 
themes. Price, 25 cents. 

contents 

Antigone. By Sophocles. Five males, three females. 

Ceres. By M. Nataline Crumpton. Two males, twelve 
females. 

The Convention of the Muses. By Ella Skinner 
Bates. Nine females. 

Pandora. By M. Nataline Crumpton. Four males, 
three females. 

Theseus. By M. Nataline Crumpton. Seven males, 
seven females and supers. 

The Ivy Queen. By Mrs. Mary L. Gaddess, ad libi- 
tum. 

The Revels of the Queen of May and Her Fair- 
ies. By Mrs. Mary L. Gaddess. One boy, forty-five 
girls. 



254 CAMP AND OUTING ACTIVITIES 

John Brown's Ten Little Injuns. 15 cents. A 
tomahawk march and drill for small boys or young men. 
The march, manual and chorus are all done to the old 
tune of the same name. Comic. 

Our Youthful Patriots. 15 cents. A patriotic en- 
tertainment for young people, by J. W. J. Marley. Rep- 
resents Uncle Sam, Columbia, Peace, and a chorus of 
soldiers and Red Cross nurses (any even number of 
boys and girls). Includes a variety of songs, choruses, 
concerted recitations, etc., and a "Flag Drill." Suitable 
for school exhibitions and church entertainments. Runs 
about half an hour. 

Mischievous Bob. 15 cents. A comic drama in one 
act, for six male characters. Plain room scene. Time, 
forty minutes. A taking farce for boys, marked by a 
serious, and even p5,thetic, as well as comic interest. The 
characters are true to nature, and the moral gilded with 
genuine humor. Bob should be played by a small boy; 
the size of the others is unimportant. 

A Pageant of History. By Walter Ben Hare. Fif- 
teen males, nine females by doubling, and has been given 
on a large scale with one hundred and thirty-eight men 
and two hundred and ten women. Eighteen males and 
twenty females is an average number. Costumes, his- 
torical ; scenery, either elaborate or none at all, as de- 
sired. Plays a full evening. A very easy and effective 
scheme for a pageant illustrating the progress of our 
race in history, with full directions for economical cos- 
tuming and simple production. Adapted for production 
by anyone, anywhere, with good effect. Has been pro- 
duced repeatedly and is perfectly practical. Price, 25 
cents. 

outline for programs 

Scene i. Ancient Britain. "The coming of the Cross." 
Drama in blank verse with hymns and 
march movements. 

3cENE 2. Medieval England. "Bold Robin Hood." 
^omic Opera with Folk Dances, 



PAGEANTS AND PLAYS 255 

Scene 3. Part i. — "The Landing of the Pilgrims." 
Tableau with reading. 
Part 2. — "The White Man's Foot." Dra- 
matic Indian scene. 
Part 3. — "A Song of Thanksgiving." Pil- 
grim song service. 
Scene 4. Part i. — "The Spirit of Seventy-Six." Tab- 
leau with song. 
Part 2. — "A Colonial Garden Party." His- 
torical characters in the Minuet. Petite 
Comedy. 
Scene 5. Part /. — "The Days of '61." Battle scene 
with music. 
Part 2. — "Lincoln's Speech at Gettysburg." 
Scene 6. "America Triumphant." Song and Tableau. 

A Regular Rah ! Rah ! Boy. A comedy in three 
acts. By Gladys Ruth Bridgham. Fourteen male char- 
acters, sixteen or seventeen years old. Costumes, mod- 
ern; scenery, two interiors. Plays an hour and three- 
quarters. An ingenious and interesting story of football 
politics, into the plot of which the "movies" enter as a 
detective agency. Fred Williamson's unexpected talents 
as a photo-play comedian get him into all kinds of trou- 
ble. Full of the true college atmosphere, lively, bright 
and a sure hit. Strongly recommended. Price, 25 cents. 

characters 



Le Roy Briggs, captain of the 

football team 
Sam Bigelow, center 
Fred Williamson, quarterback 
Harold Smith, halfback 
Philip Ainsworth, sub 
Dick Colton, sub. 
Russell Sydney 

Leonard Ferguson \- Juniors. 
Stephen Reynolds 



Should be played by 
boys sixteen and 
seventeen years 
old. 



256 CAMP AND OUTING ACTIVITIES 

Clayton King, football coach and instructor in Milford 

Academy. 
Murphy, Trainer. 
Mr. Deane, an instructor. 
Alexander Norton, Manager of the Star Moving Picture 

Theater. 
Jimmy Colton, Dick's little brother, "a rcgidar rah! rah! 

boy." 
Extra schoolboys and visitors for acts two and three. 

The Snow Image. By E. Antoinette Luques. These 
little plays are the work of an experienced teacher, the 
themes are well selected, treated with the skill, propriety 
and sympathy acquired through long and close experience 
with childhood, and are provided with full instructions 
not only for production on a regular stage but for adap- 
tation to the conditions of the schoolroom. Strongly rec- 
ommended. Price, 25 cents. 

CONTENTS 

The Snow Image. Two males, four females. 

Hiawatha's Childhood. Thirteen males, fourteen fe- 
males. 

The Spirit of Memorial Day. Four males, five fe- 
males. 

The Story of the Poplar Tree. Seven males, fifteen 
females. 

Tableau and Pantomime Entertainments. By Clara 
E. Cooper, Bertha Currier Porter, Laura M. Parsons and 
others. This collection comprises two new and four well- 
known and popular entertainments of the same class. 
The moving tableau is steadily gaining in appreciation 
over the old picture-tableau and this collection offers an 
excellent choice of such material. Price, 25 cents. 

CONTENTS 

In Sleighing Time. Four males, three females, reader 
and chorus. 

Choosing an Occupation. Six males, five females 
and reader. 



PAGEANTS AND PLAYS 257 

Pictures in the Fire. Four males, four females and 
supers. 

Living Pictures of the Civil War, ad libitum. 
A. Ward's Wax Figure Show, ad libitum. 
Dramatized Readings, ad libitum. 



CHAPTER X 

HONOR SYSTEMS, AWARDS, AND CLUBS 

The daily, commonplace activity of any boys' camp is 
a matter of the greatest importance, for, after all, it is 
not so likely to be the "big special night," the "visitors' 
day," or even the Sunday services that are going to make 
the most lasting impressions for good on the boy as a 
result of his outing, but rather, nine times out of ten, it 
will be the effect of the general camp spirit, the organ- 
ized activity that is the camp itself in action, that will 
count largest toward the individual boy's development. 

Every camp, therefore, even if it is but a short-term 
camp, should have a carefully worked out, well-organized 
plan of activity, a plan that will give every boy, big, little, 
strong, weak, quiet, or active, an equal chance to develop 
as an individual unit. This cannot be accomplished in 
any better way than by the use of a non-competitive 
honor system with graded awards, constructed in such a 
way as to stimulate a boy to achieve for himself an honor; 
first, along the line of his natural interest or ability, 
whether it be athletics, nature study, or aquatics; then, 
by using the receiving of that honor as a lever with 
which to aid him lift himself to some other useful in- 
terest that heretofore he has felt was impossible for him 
to attain. Such work encourages a boy to achieve for 
himself, and in so achieving many new interests are 

258 



HONOR SYSTEMS, AWARDS, CLUBS 259 



awakened and a self-confidence discovered that is invalu- 
able, for, as has been so often noted, the boy that does 
achieve for himself is the boy that develops initiative, 
and it is only a step from a guided initiative to leader- 
ship. 
These honor systems must be made up to fit local con- 




Flag Raising 

ditions, and to fit the leadership obtainable for any given 
camp. They should be progressive and on a large enough 
scale so that it will be the next thing to impossible for 
any camper to win all the honors in any one camping 
season, except, perhaps, leaders. 

If carefully conducted, the honor system itself will pro- 
duce a constant supply of excellent camp leaders for the 
future — leaders trained especially for leadership in the 
particular camp in which their awards were won, and at 
the same time the awards will have their bigger benefit 
in individual growth for each individual boy. 

The spirit of altruism should dominate the whole plan, 



26o CAMP AND OUTING ACTIVITIES 

and the awards should be carefully guarded from becom- 
ing mere prizes. This system also makes possible an 
accurate record of individual growth for the camp leader 
and many times opens an approach for just the kind of 
help and counsel the camper needs. The tests should 
cover a broad list of activities, and the more dignity that 
can be given to the winning of an award the better for 
the boy. 

The following Honor Systems have been chosen as 
suggestive, but probably would not be successful in any 
field except their own. However, they will enable any 
competent camp leader to construct one for his own use 
that will do wonders toward making his camp a real suc- 
cess — a success measured in terms of growth. None of 
them is mere theory, for all have been, or are now, in 
actual use and giving results in the most representative 
of boys' camps. 

The "Personal Attainment" Plan 

Personal Attainment has supplanted the honor system 
of mere achievement, and affecting only a few boys. 
The following system, operated at Camp Becket, gives 
every boy an equal chance in obtaining the much-prized 
honor emblem, as well as helps the boy attain character. 

The points are determined by qualifying in the follow- 
ing: 

1. Health. Includes wearing of proper clothing accord- 
ing to changing temperature and weather conditions; 
chewing of food; proper posture at the table; cleanliness 
of body and clothing; participation in games, athletics 
and aquatics; erect carriage; setting-up exercises; clean- 
liness in dishwashing, and of dish towels (lo points). 

2. Neatness. Keeping trunk and clothing in neat con- 



HONOR SYSTEMS, AWARDS, CLUBS 261 

dition ; repair of clothing, care of bed, tent, towels, bath- 
ing suit, etc. (10 points). 

3. Promptness. Camp duty; getting up in the morn- 
ing and retiring at night; in time at meals, entertain- 
ments, chapel, discussion club, swimming period; return 




Setting-up Exercise 



of boat, books, and camp property; on time for tutoring 
period (10 points). 

4. Cheerfulness. "A smile better than a frown." In 
doing work, participating in tent inspection, at meals, 
toward others (10 points). 

5. Manners. Avoidance of slang; proper eating; 
thoughtfulness toward others, especially younger boys, 
leaders, and visitors; gentlemanly at all times; control 
of tongue and temper (10 points). 

6. Morals. Participation in discussion periods; chapel 
service; elimination of undesirable habits and traits; 



262 CAMP AND OUTING ACTIVITIES 

helping another fellow to make good ; lead in evening tent 
devotion (lo points). 

7. Trustworthiness. Recognizing the seriousness of 
''Yes" and "No"; personal property rights; measuring up 
to given responsibilities (10 points). 

8. Achievement. Learning to swim; to handle a boat; 
to make a fire and cook a meal ; to develop and print pic- 
tures; nature study club; first aid and life saving; win- 
ning an athletic or aquatic event; woodcraft (10 points). 

9. Industry. Finishing a job; woodworking; printing; 
tutoring; keeping accurate record of spending money; 
diary of camp life; making something useful for camp 
(10 points). 

10. Helping Others. Teaching another to swim; to 
handle a boat; helping a new boy to get acquainted; 
volunteer service; doing a good turn to somebody every 
day; participate in entertainment (10 points). 

When fifty points (five points in each section) have 
been secured, a small white felt triangle is presented. 
Upon securing sixty points (six points in each section) a 
small green felt triangle is presented. This triangle is 
placed over the white triangle, forming a six-pointed 
star, to be worn above the regular camp triangle. When 
eighty points have been won, the regular Honor Emblem 
is awarded, upon approval of the Senior Council, Upon 
securing ninety or more points, the highest honor, the 
gold enameled honor emblem button is given. The Honor 
Pennant is awarded only to those who render special 
service to the camp. A Personal Attainment Chart is 
given to each boy at the close of his stay in camp. 

The emblems are given at the Sunday morning church 
service with impressive ceremony. Each boy's progress 
is checked up weekly by a card system of reports from 



HONOR SYSTEMS, AWARDS, CLUBS 263 

tent leaders, thus enabling the director to follow the char- 
acter building process of each camper with a certain 
degree of accuracy. 

The Order of the Onaway Square 

This is the honor emblem tests and awards used in 
the Wisconsin boys' camps. It is one of the most attrac- 
tive and valuable features of the camp life because of 




The Mountain Camp 



the all-round personal development encouraged by it. Of 
the tests given below, six in each division must be passed 
in order to secure the emblem of the first degree of the 
Order. The first five in each division are required. 

Admission to "The Order of the Onaway Square" is 
a worthy honor for any camper. At the close of the 
season every boy will be given a certificate indicating his 
achievements during the time spent in camp. 



264 CAMP AND OUTING ACTIVITIES 

Physical 



Swim 100 yards. 

Run 100 yards in thirteen seconds. 

Make a running broad jump of twelve feet. 

Take early morning drill and plunge daily. 

Cleanliness. 

Erect posture. 

Proper eating. 

Care of teeth. 

Participate in one over-night hike. 

Row a boat one mile in eight minutes. 

Make a dive in good form. 

Pass all the practical tests in life-saving. 

Social 



♦i. Do "good turns" to others. 

*2. Friendliness with campmates. 

*3. Table manners. 

*4. Courtesy toward neighbors and visitors. 

5. Write home at least three times in two weeks. 

*6. Participate in evening entertainment. 

*7. Entertain tent group. 

*8. Teach others in athletics, aquatics, or mental tests. 

*9. Cheerfulness. 

10. Chum with boy from another town. 

11. Serve in some official position in camp. 
*I2. Play on musical instrument in camp. 

Mental 

1. Pass an examination in boat-handling. 

2. Pass an examination in elementary First Aid to 

Injured. 



In all these tests a grade of good must be secured. 



HONOR SYSTEMS, AWARDS, CLUBS 265 

3. Answer questions correctly on "From youth into 

Manhood." 

4. Report on campfire talks. 

5. Name and describe twenty-five different kinds of 

birds and trees. 

6. Name and point out fifteen different stars and 

star-groups. 

7. Name and describe ten different kinds of fish. 

8. Pass written examination in life-saving-. 

9. Tie six different standard knots. 
*io. Cook specified food on hike. 

*ii. Measure height of tree or width of body of water. 
*12. Compose a song or yell for camp or tent. 

Moral 

*i. Read a few verses of Bible daily and write an- 
swers to questions. 
*2. Reverence. 
*'' Self-control. 

Obedience to those in authority. 

Promptness in responding to bugle calls, signals 

and camp duties. 
Care of personal and camp property. 
Neatness in arranging tent and table. 
Cheerful and? faithful performance of camp 
duties. 
*9. Volunteer service for camp. 

10. Attendance at church on Sundays. 

11. Contribute money for some benevolent object. 

12. Save ten per cent of camp spending money. 
Additional tests for which special awards are made : 



'In all these tests a grade of good must be secured. 



266 CAMP AND OUTING ACTIVITIES 



Other Honors 

Life-saving crew. 

Learned to swim. 

Taught to swim. 

Scouting. 

Music. 

Photography. 

On newspaper staff. 

Camp school. 

Made souvenirs, etc. 

Awarded banner. 

Comic costume award. 

Athletic and Aquatic Contests 

1. loo-yard dash. 

2. Running broad jump. 

3. Running high jump. 

4. Pole vault. 

5. Shot put. 

6. 25-yard swim. 

7. 25-yard back-swim. 

8. 100-yard swim. 

9. Plain dive. 
ID. Boat race. 

11. Baseball. , 

12. Tennis. 

13. Quoits. 

Popular Honor Emblem Tests 

These are in use in Eastern camps. Each boy must 
win 90 points out of a possible 100 to secure the Honor 
Emblem (name and significance to be local). Leaders 



HONOR SYSTEMS; AWARDS, CLUBS 267 

are appointed to take charge of the different tests, to 
whom the boys will report when they qualify in the 
tests and receive their points. The final decision in the 
g-iving of the honor emblem is made at a full meeting of 
the camp, council, society, club, or whatever it may be 
called locally. 

Discipline 

1. Doing camp duty promptly, efficiently and cheer- 

fully (5 points). 

2. Participating promptly in preparing tents, baggage 

and beds for inspection (4 points). 

3. Loyalty to captain in all games (5 points). 

Observation 

1. Observe the ways of birds, animals, and people and 

jot down a sketch of them in a notebook (3 
points). 

2. Take a walk and upon return to the camp write 

upon the following six subjects: 

(a) Nature of byways or paths. 

(b) Different kinds of trees you noticed. 

(c) People you met. 

(d) Peculiar smells of plants. 

(e) Kind of fences you saw. 

(f) Sounds you heard (3 points). 

3. Observe sanitary and hygienic disorder and correct 

the same (5 points). 

4. After the reading aloud of a story write an account 

of it (3 points). 

Woodcraft 

I. Observe the tracks of birds and animals and dis- 
tinguish them (2 points). 



268 CAMP AND OUTING ACTIVITIES 

2. Identify fifteen birds, or fifteen trees, or fifteen 

flowers, or fifteen minerals (2 points). 

3. Tie a square knot; a weaver's knot; a slip knot; a 

flemish coop; a bowline; half timber clove, and 
boom hitches; stevedore and wall end knots; 
blackwall and catpaw turn and hitch hook 
hitches (2 points). 

4. Make a "star" fire and cook a meal upon it for the 

boys of your tent (3 points). 

5. Find the south at any time of day by the sun with 

the aid of a watch (i point). 

6. Estimate the distance across water (i point). 

7. Judge the time of day by the sun (i point). 

8. Read the signs of the weather by the sun, wind 

and clouds (2 points). 

9. Make something useful for the camp (5 points). 



Health 

1. Promptness, erect carriage and earnestness in set- 

ting-up drill (3 points). 

2. Gain made in physical development during the 

time in camp (2 points). 

3. Essay upon the campfire talks on Personal Hygiene 

(3 points). 

4. Care of tent, clothing and baggage, in dry and 

wet weather (3 points). 

5. Cleanliness of person (3 points). 

6. Proper eating at meals (5 points). 

7. Win first place in the athletic or aquatic events 

(2 points). 



HONOR SYSTEMS, AWARDS, CLUBS 269 

Chivalry 

(Among the laws of the Knights was this: "Chivalry 
requireth that youth should be trained to perform the 
most laborious and humble offices with cheerfulness and 
grace: and to do good unto others.") 

1. Do a good turn to somebody every day (3 points). 

2. Control tongue and temper (5 points). 

3. Participate in some entertainment (2 points). 

4. Secure the approval of the leaders (2 points). 

5. Promptness in attending chapel services (2 points). 

Saving Life 

1. Be able to swim fifty yards and return without 

stopping (i point). 

2. Pass the examinations in Life-saving and First Aid 

Work by written and demonstration work (5 
points). 

3. Row from wharf to a given point and back in a 

given time (i point). 

Patriotism 

1. Respect the United States flag at raising and colors 

(5 points). 

2. Memorize "America" and "Star Spangled Banner" 

(i point). 

3. Write an essay explaining the plan of governing 

your own town and city (2 points). 

4. Write in your own words what you think citizen- 

ship means (2 points). 

5. Describe upon paper some historic spot or building 

near your home, and its connection with the 
making of America (i point). 



270 CAMP AND OUTING ACTIVITIES 

The Honor System of Camp Eberhart 

Every boy who enrolls at camp for one full week shall 
be entitled to wear the camp emblem. It will always be 
worn on the left breast of the shirt or sweater. 

There shall be four degrees of the camp emblem, the 
second, third, and fourth of which may be earned in the 
following manner : 

The emblem itself shall be the First Degree. 

The Second Degree may be earned by any camper by 
passing before a camp leader in nine of the twelve re- 
quirements of the Second Degree. The tests that are 
successfully passed must be reported to the office in 
writing by the camp leader. 

The Third Degree may be earned in a like manner by 
passing in nine of the twelve requirements of the third 
degree. Winners of the Third Degree will become mem- 
bers of the Brown Rag Society and will be awarded the 
Brown Rag. 

The Fourth Degree may be earned in a like manner 
by passing in nine of the twelve requirements of the 
fourth degree. Winners of the Fourth Degree will be- 
come members of the Green Rag Society, and will be 
awarded the Green Rag, which is the highest honor the 
camp can bestow. 

The degrees must be earned in order mentioned, ex- 
cept that any camper may be awarded a Green Rag by 
a unanimous vote of all members of the Rag Societies at 
that time in camp, for the saving of human life. 

In addition to the Rag Societies, four medals will be 
awarded each season under the following conditions : 

One to the leader who, by the vote of the campers, has 



HONOR SYSTEMS, AWARDS, CLUBS 271 

contributed most to the happiness and welfare of the 
camp. 

One to the boy who having already won his Brown 
Rag excels in aquatics; quality and form to be the basis 
of judgment. 

One to the boy who having already won his Brown Rag 
excels in athletics ; form to be the governing factor in the 
chosen events. 

One to the boy who having already won his Brown 
Rag excels in all-round development — camp spirit, per- 
sonal life, interest in gaining knowledge, woodcraft, na- 
ture study, athletics, aquatics, discipline, and posture will 
be the basis. 

The awarding of the medals will be in the hands of 
a committee who will determine the winner by a process 
of elimination. 

Requirements for the Second Degree Test 
(Pass nine out of twelve) 

Character Test. * Cleanliness, Trustworthiness, Cheer- 
fulness. 

Physical 

1. To be able to swim fifty yds. 

2. To be able to walk one mile in eleven minutes. 

3. To be able to run ico yds. in thirteen seconds. 

4. To be able to jump 6 ft. in standing broad jump. 

Outing 

1. To catch one-pound fish. 

2. Demonstrate five First-Aid Measures. 

3. Start three consecutive fires with three matches, 

one fire to be in a wet place. 



272 CAMP AND OUTING. ACTIVITIES 

4. To identify five different moths, butterflies or other 
insects, and tell something about them. Or to 
collect, press, and identify twenty-five wild flow- 
ers. 
Social 

1. To contribute some stunt to a camp fire program. 

2. To know by name every boy in Camp. 

Spiritual 

1. To attend morning devotions daily. 

2. To read the book of John through. 

Requirements for the Third Degree 
(Pass nine out of twelve) 

Character Test. * Promptness, Obedience, Courtesy. 

Physical 

1. To be able to swim 200 yds. 

2. To row a boat one mile in ten minutes. 

3. To hike ten miles with ten pounds of packing in 

one day. 

4. Make five different dives with grade of 75 per cent. 

Outing 

1. To tell correct time of day by sun at least twice a 

day. 

2. To measure height of tree without climbing it. 

3. To tie eight standard knots and name them. 

4. To know and name fifteen different trees. 

Spiritual 

1. To lead evening devotions once. 

2. To become a member of the U and I Fraternity. 



HONOR SYSTEMS, AWARDS, CLUBS 273 

Requirements for the Fourth Degree 
(Pass nine out of twelve) 

Character Test. * Unselfishness, Self-control, Rever- 
ence. 

Physical 

1. To compete in a regular game or tournament. 

2. To make the surf board test. 

3. To pass the U. S. Life Saving Test. 

4. To jump 16 ft. in running broad jump. 

Outing 

1. To catcl] a two-pound fish. 

2. To identify twenty-five wild birds. 

3. To start a fire with a fire drill. 

4. To signal the alphabet by wig-wag, or by the helio- 

graph or Morse code. 

Social 

1. To be chosen a tent captain. 

2. To teach one boy how to swim. 

Spiritual 

1. To secure a new member for the U and I Frater- 

nity. 

2. To lead in prayer at devotions. 

Rules 

1. All tests must be passed while at the camp. 

2. All tests must be passed before one of the Gamp 

Staff, and reported to the ofiice in writing. 

3. Degrees not completed in two years will have to 

be done over again. 

4. Where there is any question, test miist be done over. 



274 CAMP AND OUTING ACTIVITIES 

5. Each rag winner will pay one-half, or thirty cents, 

toward cost of rag. 

6. At least one test must be passed in each group of 

each test. 

Alternatives 

The Rag Societies may vote on certain alternatives for 
campers who are not able to pass in the required units 




On a 200-mile Walk in the Rockies 

for some reason. Special alternatives for each applicant 
must be determined upon. 



The Honor System of Camp Wawayanda 

Camp Honors 

A camper may secure the honor emblem, the Wawa- 
yanda "W," by securing 100 points, not less than fifteen 



HONOR SYSTEMS, AWARDS, CLUBS 275 

from each of the first five groups, and the other twenty- 
five points may be optional, provided he secures the ap- 
proval of the camp leaders and meets the requirements of 
Section F. 

Campers who do not secure sufficient points to win the 
emblem in one season will have those secured placed to 
their credit the following season. 

Alaximum 

A, Physical — 40 points Points 

1. Swim fifty yards 5 

2. Win a place in an event in athletic or aquatic 

meet (3 points for first, 2 for second, i 
for third) 6 

3. Win a place in tennis, quoits, shuffleboard, 

or bowling tournament (3 points for first, 
2 for second, i for third) 6 

4. Know how to handle a boat properly and row 

a prescribed distance in a given time 6 

5. Attendance at Flag Raising and Morning 

Exercises (one-half point off for each ab- 
sence) 7 
•6. Reach the standard given in Seton's Birch 
Bark Roll in the following: Mile walk, 
lOO-yard dash, standing broad jump, run- 
ning broad jump, standing high jump, run- 
ning high jump, hop-step-and-jump, shot 
put, throwing baseball, chinning bar (i 
point for each event) 10 

B. Social — 40 points 

1. Neatness 5 

2. Cleanliness 5 

3. Promptness and proper eating at meals 5 



-276 CAMP AND OUTING ACTIVITIES 

Maximum 
Points 

4. Cheerfulness 5 

5. Teach another boy to swim 5 

6. Take part in a camp entertainment 5 

7. Take part in baseball, tennis, quoits, bowling, 

or shuffleboard tournament (i point for 
each) 5 

8. Know by name fifty boys in camp 5 

C. Educational — 40 points 

1. Pass first aid or summer school examinations 10 

2. Pass life-saving examination 10 

3. Membership in Wantonoit Club 10 

4. Learn to swim 5 

5. Write a record of one day's events in camp ^ 2 

6. Take, develop, print, and mount at least six 

pictures, showing scenes and activities 
around camp 3 

D. Moral — 40 points 

1. Faithful participation at Bible study and 

Sunday services 10 

2. Learn the books of the Bible 5 

3. Daily Bible readings 10 

4. Cheerfulness and faithfulness in performing 

camp duties 10 

5. Self-control (control of temper, speech, and 

actions) 5 

E. Camp and Woodcraft — 40 points 

I. Know how to select and arrange a camp site, 
including location, sanitation, water sup- 
ply, drainage, shelter, etc. 5 



HONOR SYSTEMS, AWARDS, CLUBS 277 

Maximum 
Points 

2. Know how to pitch a tent properly and care 

for its equipment 5 

3. Make an accepted improvement to camp 

grounds or equipment 5 

4.- (a) Find the north with a watch in the day, 
or by stars at night, and 
(b) Know the sixteen principal points of the 
compass 4 

5. Tie at least ten knots 5 

6. (a) Build a camp fire with only one match, 

and put it out without using water; and 
(b) Go on a hiking trip and make a satis- 
factory map of the country passed 
through, locating buildings, streams, 
springs, roads, trails, mountains, and 
other important features 6 

7. Know an improved method of signaling, 

and be able to send and receive at the 
rate of fifteen letters per minute 6 

8. Be able to cook satisfactorily over the camp 

fire four of the following: oatmeal or 
other cereal, bacon and eggs, potatoes, 
Irish stew, fish, steak or chops, vege- 
tables, pancakes, biscuits, a "twist" 
baked on a stick; prepare coffee, tea, 
or cocoa 4 

F. Church or Association Activity 

Render volunteer service in the local Association or 
Church during the months following camp, and receive 
the approval of the Boys' Work Committee, or Pastor 



278 CAMP AND OUTING ACTIVITIES 

and Sunday school superintendent, for work performed 
to January first, when the emblem will be awarded. 

The Camp "Chief Ouray" Idea 

The camp emblem is given to boys who prove them- 
selves to be good, all-round campers, as shown by their 
interest in all camp activities, such as Bible study, na- 
ture study, athletics, mountain climbing, entertainment, 
personal conduct, the daily routine of work, etc. Pen- 
nants are awarded in special cases, by the vote of camp- 
ers and leaders, for unsual service or special interest in 
certain activities. The winning of an emblem and pen- 
nant is the ambition of every camper. 

In order to encourage the camper to acquire pluck, 
energy, self-control, and such other qualities as may char- 
acterize an ideal camper, the following points must be 
secured to entitle the camper to wear the Camp "Chief 
Ouray" emblem: Athletics, Service, Nature Study, Bi- 
ble Study, Mountain Climbing, Entertainment, Approval 
of Leaders. This emblem cannot be bought — it must be 
won. 

The emblem is given on the basis of effort made, rather 
than on the final result accomplished. 

Camp Wildwood Honors 

At Camp Wildwood the following constitute the basis 
of award: 

The largest list of wild birds reported. 

The largest number of native trees. 
. The largest number of constellations. 

The best pieces of manual training. 

The best decorated and neatest tent. 

The best group of photographs illustrative of camp life. 



HONOR SYSTEMS, AWARDS, CLUBS 279 

The first boy learning to swim at camp. 
The boy who cannot swim on coming to camp who is 
most proficient at the end of the summer. 

An All-Year-Round Honor System for Older Boys 

(From 16 to 21 years) 

Purpose 

The purpose of these tests is to help each member to 
attain an all-around efficiency that will be a help in every 
phase of his life. The tests, while being difficult enough 
to require effort on the part of the most skilled, are also 
attainable by any boy who will apply himself. It is 
worth while to measure up to any one of these tests, but 
a really great honor to pass any seven of them. 

Awards 

As soon as any one test is passed successfully, the 
contestant will be entitled to wear the brown Association 
emblem with one white segment; when two are passed, 
the emblem with two white segments; when three are 
passed, the white triangle; four, the green emblem with 
one segment; five, with two segments; six, green em- 
blem with white triangle; when seven are passed, the 
winner will be awarded the Honor emblem. 

To every contestant winning this emblem will also 
be awarded a gold Association medal. 

I. Athletic Efficiency Test 

a. High jump: Outdoors, 4 feet; indoors, 4 feet 2 

inches. 

b. Three broad jumps: outdoors, 21 feet; indoors, 20 

feet. 



28o CAMP AND OUTING ACTIVITIES 

c. loo-yard dash: outdoors, 13 seconds; indoors, 14 

seconds. 

d. Pull up: outdoors, 9 times; indoors, 9 times. 

e. Fence vault, 4 feet 6 inches, 

2. Swimming Efficiency Test 

a. Plunge for distance — 25 feet. 

b. Medley swim — 20 yards breast stroke; 20 yards on 

back; 20 yards overhand. 

c. Demonstrate four dives, making grade of 75 per 

cent. 

d. Towing a man of own weight at least 30 feet. 

e. 20-yard swim — 14 3/5 seconds. 

f. Dive and bring object to surface. 

g. Demonstrate breaking holds when rescuing drown- 

ing. 

3. Gymnastic Efficiency Test 

Select four from each group on each piece of ap- 
paratus and make average grade of 75 per cent. 

A. Mat 

Head stand. 

Hand spring. 

Cart wheel. 

Back somersault. 

Hand stand. 

Neck spring with hands. 



B. Horse 

1. Straddle vault. 

2. Screw mount, left to neck, front scissors, front 

vault to far side. 



HONOR SYSTEMS, AWARDS, CLUBS 281 

3. Thief vault, with ^ turn R or L. 

4. Wolf vault to back rest, L >4 L, R >^ R, squat 

vault to mat. 

5. Front rest, L ^ R, R >4 L, squat to front rest, 

rear vault L. 

6. Front rest, L full R, R full L, squat vault. 

C. Parallel Bars 

1. Jump, free cross rest, rear vault. 

2. Forward travel in cross riding seat, front vault at 

end bars. 

3. Cross riding seat, shoulder stand, drop back to 

cross riding seat with rear vault. 

4. Jump to free cross rest, R, L over R bar, rear 

vault R. 

5. Upper arm hang, upstart to riding seat, front of 

hands, front vault right. 

6. Upstart rear vault right. 

D. Low Horizontal Bar 

1. Wolf vault. 

2. Squat vault. 

3. Back circle to front rest with short underswing. 

4. Front rest, R >2 L, forward knee circle, R ^4 R, 

dismount to mat. 

5. L 5^ L, R 5^ R, double backward knee, circle to 

back rest, dismount to mat. 

6. Short underswing upstart. 

4. . Outing and Nature Study Efficiency Test 

a. Attend a regular Association hike, walking at least 
ten miles, carrying a pack of at least ten pounds, 
including a blanket roll, and sleeping out one 



282 CAMP AND OUTING ACTIVITIES 

night under temporary shelter prepared by 
hiker, and cook one satisfactory meal of meat 
and potatoes on open fire, all to be done inside 
of thirty-six hours, 
b. To identify fifteen trees in the natural woods, both 
with and without leaves ; or identify and name 
twenty-five wild birds, or pick, press, and name 
forty wild flowers. 

5. Social Service Efficiency Test 

a. Secure one new member for the Division. 

b. Serving on a working committee or doing a defi- 

nite prescribed piece of service for the Division, 
your church, or your Sunday school. 

c. Placing one good boys' book in the Boys' Division 

Library. 

d. Personally conducting your father over the entire 

Association plant. 

6. Bible Study Efficiency Test 

a. Receiving a mark of 75 per cent or above from 

the Association for a regular course of Boys' 
Bible Study. 
Or, covering one outline of study prescribed by the 
Boys' Work Director and satisfactorily review- 
ing the same. 

b. Reading one standard religious book, to be deter- 

mined upon by the Boys' Work Directors, the 
same to be properly reviewed to him. 

c. Be an active member of some Sunday school. 



HONOR SYSTEMS, AWARDS, CLUBS 283 

7. Mental Efficiency Test 

a. To pass your grade at school with mark of 80 per 

cent or above. 

b. Read one book of fiction, one of history, one of 

science, one of exploration, one of poems, one 
of personal hygiene — books to be prescribed by 
Boys' Work Director. 

c. Or to pass one course in correspondence school, 

night study, or a course in any night school. 

d. To belong to one educational club of some sort in 

the city, or to construct an acceptable airship 
model, boat model, or some piece of wood or 
metal work, executed by yourself. 

8. Personal Efficiency Test 

a. Show a bank balance of $5.00 of money earned by 

work. 

b. Purchase $10.00 worth of personal clothing — 

money all earned by one's self. 

c. Break one bad habit, to be prescribed by parent and 

to be judged by Boys' Work Director or one he 
may designate. 

d. Pass with grade of 75 per cent for posture and 

personal cleanliness and appearance. 
c. Be able to be characterized as a booster for every- 
thing that is good and worth while. 

The Camp Miller System 

In order to win the honor of wearing the Camp Miller 
emblem the camper must secure 300 points from the fol- 
lowing table. The highest honor the camp awards its 
campers is the Camp Miller "M." 



284 CAMP AXD OUTING ACTIVITIES 

Points 
Swim 50 yards 2 
Swim 100 yards 2 
Win a place in athletic contest 2 
Pass Red Cross examination 5 
Sleep out all night away from camp in a tem- 
porary tent constructed by the camper 5 
Take part in campfire entertainment 5 
Take a photo of a wild animal 5 
Name and identify ten trees 5 
Press and mount twenty-five different kinds of 

wild flowers 10 

Mount five different butterflies 5 

Tie ten different knots 5 

Listen to story, then write up in your own words 10 

Light a fire with one match 3 

Find the south with the aid of a watch i 

Identify five different birds 5 

Punctuality at setting-up exercises 5 

Morning plunge (not a swim) 2 

Punctuality at breakfast, dinner and supper , 5 

Punctuality at Bible study 5 

Neat tent 5 

Unknown point 15 

Run 100 yards, 14 seconds ; seniors, 12 2/5 sees. 3 

Pull up 10 times; seniors, 12 times 3 

Broad jump, 6 feet; seniors, 7 feet 5 inches 3 

High jump, 3 feet 6 inches; seniors, 4 ft. 4 in. 3 

At the close of each camp a silver medal will be 
awarded the boy having the largest number of points. 
He will be known as the best all-around camper. 

Tent competition is also encouraged by offering special 



HONOR SYSTEMS, AWARDS, CLUBS 285 

rewards each week to the tent totaling the largest num- 
ber of points for that period. 

The Kiamesha Emblem 

The coveted Camp Honor Emblem is worn only by 
those who qualify in the things Kiamesha stands for. 
It cannot be purchased but must be won. The qualifica- 
tions are : 

Quarter-mile swim; half-mile row; ability to tramp; 
overnight camp and cookery ; winning athletic and 
aquatic points; nature study and woodcraft; useful camp 
labor; ability to make things; taking part in entertain- 
ment; good camp spirit; deserve approval of leaders. 

The Honor Pennant, still harder to win, is the highest 
honor which the camp gives, and is awarded only to 
emblem winners and to those who render special service 
to the camp. 

Camp Couchiching Emblems 

These emblems will be awarded to boys who show them- 
selves to be all-round good campers and who win the 
required number of points during any two weeks. There 
will be three grades of emblems, as follows : 

First. A wreath of maple leaves on white ground 
with a red triangle and white C. C. will be awarded to 
any boy who wins a total of 360 out of 400, with at least 
80 in each division. 

Second. A maple leaf with red triangle and white 
C. C. will be awarded to boys who earn 300 points, at 
least 65 in each division. 

Third. A red triangle and white C. C. will be awarded 
to boys who earn 240 points, at least 50 in each division. 



286 



CAMP AND OUTING ACTIVITIES 




Wrestling at Camp Couchiching 



There will be loo points in each of four divisions as 
follows ; 

First Division — Physical 

Points 

For attendance and good work at physical train- 
ing classes 25 

For attendance and improvement shown in ath- 
letics 25 

For attendance and improvement shown in box- 
ing, wrestling or fencing 25 

For passing the first-class all-round test in ath- 
letics 25 



HONOR SYSTEMS, AWARDS, CLUBS 287 

Points 
For passing the second-class all-round test in 

athletics 25 

For passing the third-class all-round test in 

athletics 25 

Second Division — Physical (Aquatics) 

For attendance and improvement shown in swim- 
ming 25 

For attendance and improvement shown in diving 25 

For attendance and improvement shown in pad- 
dling, rowing, or sailing 25 

For passing the first-class all-round test in 
aquatics • 25 

For passing the second-class all-round test in 
aquatics 25 

For passing the third-class all-round test in 
aquatics 25 

Third Division — Educational 

For attendance and test in first aid 25 

For attendance and test in life-saving 25 

For attendance and test in woodcraft or knot- 
tying 25 
For attendance and test in signaling, photography, 
camp craft, or making some useful article for 
test or for personal use 25 

Fourth Division — Unknown 

The 100 points in this division are given for being an 
all-round good camper. They will be awarded at a 
special meeting of the leaders. No emblem will be 
awarded unless a boy wins the approval of the leaders. 



288 



CAMP AND OUTING ACTIVITIES 



Canoe Tests 

All boys, irrespective of age, size, and past records, 
must pass the tests before being granted the privileges 
on the water. 

First Class Test 

PRIVILEGES 

I. General use of canoes 
and rowboats. 



QUALIFICATIONS 

1. Swim 880 yards. 

2. Swim 150 yards on back. 

3. Swim 50 feet under 

water. 

4. Overturn, right and emp- 

ty canoe in deep water 
and paddle in. (Two 
boys may perform 
this test together.) 

5. Long plunge, remaining 

in the water 35 sec- 
onds. 

6. Pass life-saving exami- 

nation. 

Second Class Test 



Act as Assistant Instruc- 
tor in swimming, div- 
ing, life-saving, and 
paddling. 



1. Swim 440 yards. . 

2. Swim 75 yards on back. 

3. Swim 50 feet, towing 

boy of same weight. 

4. Overturn canoe and keep 

afloat, observing in- 
structions. 

5. Long plunge, remaining 

in the water 25 sec- 
onds. 

6. Life-saving land drill. 



1. To go on a canoe trip. 

2. General use of row- 

boats and canoes in 
Lake Couchiching in 
fair weather. 



HONOR SYSTEMS, AWARDS, CLUBS 289 
Third Class Test 

QUALIFICATIONS PRIVILEGES 

1. Swim 75 yards. i. To go in a sailboat, row- 

2. Swim 50 feet on back. boat, or canoe, with a 

3. Swim, overturn canoe, leader. 

and keep afloat, ob- 
serving instructions. 2. To go in a boat alone in- 

4. Hold one's breath under side Sandy Bay. 

water for 15 seconds. 

Fourth Cla^s Test 

I. Swim 50 feet. i. To go in a boat or a 

canoe with a leader in- 
side Sandy Bay. 

The Erie Plan 

"Order of the Mystic Circle" is a felt emblem, divided 
into four quadrants, each quadrant having the Greek let- 
ter standing for one of the four phases of a boy's na- 
ture — namely, Social, Physical, Mental, and Moral. 
These quadrants are to be won separately and to be used 
upon gymnasium shirts or sweater coats. It is necessary 
to pass the first six tests to gain the quadrant for that 
group. The second year, those having gained the quad- 
rants previously will strive to pass the additional tests in 
order to gain in addition to the felt emblem the bronze 
button with the Mystic Circle emblem. 

Tests for Admission 

Any six of the ten tests must be passed to win quad- 
rant for that group. 



290 CAMP AND OUTING ACTIVITIES 



Social. 
I. 

2. 

3. 
4- 

5. 
6. 

7- 

8. 

9- 
10. 



Do good turns to others. 

Keep cheerful. 

Friendliness with campmates. 

Courtesy to visitors and neighbors. 

Write home at least three times in two weeks. 

Participate in evening entertainment or stunts. 

Teach others in athletics, aquatics, or mental 

tests. 
Help with camp duties. 

Be of especial help to a strange boy in camp. 
Play musical instrument in camp. 



Physical : 

1. Swim 100 yards. 

2. Run 100 yards in thirteen seconds. 

3. Make a running broad jump of 14 feet. 

4. Take early morning drill and plunge at least seven 

times while at camp. 

5. Cleanliness. 

6. Erect posture. 

7. Proper eating. 

8. Care of teeth. 

9. Row boat one mile in eight minutes. 
ID. Climb specified tree in one minute. 

Mental: 

1. Pass examination in elementary First Aid. 

2. Answer questions correctly on "From Youth into 

Manhood." 

3. Name and point out ten trees. 

4. Tie six standard knots. 

5. Name and recognize twenty plants. 



HONOR SYSTEMS, AWARDS, CLUBS 291 

6. Measure correctly height of tree and width of 

field. 

7. Name and recognize ten birds. 

8. Report on camp fire talks. 

9. Practical forestry. 

[0. Pass examination in boat handling. 



Moral: 
I 
2 



Read Bible daily. 
Self-control. 
Obedience to those in authority. 
Promptness in responding to bugle calls, etc. 
Care of personal and camp property. 
Contribution of money to some benevolent object. 
Neatness in arranging tent. 

Relate some instance at camp fire that has influ- 
enced your life for good. 
Save ten per cent of spending money. 
Reverence. 



Awarding Feathers 

Much has been made in certain camps of awarding 
various brightly colored feathers for honors, for first, 
second, and third place in athletic and aquatic meets, for 
winning of baseball leagues, for proficiency in doing 
various camp duties, leading in devotions, teaching a new 
boy to swim, and so forth. Only braves that have won 
a certain number of feathers are allowed to sit in the 
inner circle of the camp pow-wow. After a certain num- 
ber of feathers have been won the brave is supplied with 
a head-band in which to place his feathers. Some have 
taken it one step farther and allowed a brave that wins a 



292 CAAIP AND OUTING ACTIVITIES 

head-band to wear also a blanket, and the "blanket 
braves" become the social committee of the camp. 

Suitable feathers may be secured through any whole- 
sale millinery supply house, and they can easily be dyed 
any colors desired. 

The Three Classes of Scouts 

There are three classes of scouts among the Boy Scouts 
of America — Tenderfoot, Second Class Scout, and First 
Class Scout. Before a boy can become a Tenderfoot he 
must qualify for same. A Tenderfoot, therefore, is su- 
perior to the ordinary boy because of his training. To 
be a Tenderfoot means to occupy the lowest grade in 
scouting. A Tenderfoot, on meeting certain require- 
ments, may become a Second Class Scout, and a Second 
Class Scout, upon meeting another set of requirements, 
may become a First Class Scout. The First Class Scout 
may then qualify for the various merit badges offered 
for proficiency in scouting. The requirements of the 
Tenderfoot, Second Class Scout, and First Class Scout 
are as follows : 

Tenderfoot 

To become a scout a boy must be at least twelve years 
of age and must pass a test in the following: 

1. Know the scout law, sign, salute, and significance 

of the badge. 

2. Know the composition and history of the national 

flag and the customary forms of respect due 
to it. 

3. Tie four of the following knots: square or reef, 

sheet-bend, bowline, fisherman's, sheepshank, 



HONOR SYSTEMS, AWARDS, CLUBS 293 

halter, clove hitch, timber hitch, or two half- 
hitches. 
He then takes the scout oath, is enrolled as a Tender- 
foot, and is entitled to wear the Tenderfoot Badge. 

Second Class Scout 

To become a Second Class Scout a Tenderfoot must 
pass, to the satisfaction of the recognized local scout 
authorities, the following tests : 

1. At least one month's service as a Tenderfoot. 

2. Elementary first aid and bandaging; know the 

general directions for first aid for injuries; know 
treatment for fainting, shock, fractures, bruises, 
sprains, injuries in which the skin is broken, 
burns, and scalds; demonstrate how to carry in- 
jured, and the use of the triangular and roller 
bandages and tourniquet. 

3. Elementary signaling: Know the semaphore, or 

American Morse or Myer alphabet. 

4. Track half a mile in twenty-five minutes; or, if in 

town, describe satisfactorily the contents of one 
store window out of four observed for one min- 
ute each. 

5. Go a mile in twelve minutes at scout's pace — 

about fifty steps running and fifty walking, alter- 
nately. 

6. Use properly knife or hatchet. 

7. Prove ability to build a fire in the open, using 

not more than two matches. 

8. Cook a quarter of a pound of meat and two pota- 

toes in the open without ordinary kitchen cook- 
ing utensils. 



294 CAMP AND OUTING ACTIVITIES 

9. Earn and deposit at least one dollar in a public 

bank. 
10. Know the sixteen principal points of the compass. 

First Class Scout 

To become a First Class Scout, the Second Class Scout 
must pass the following tests: 

1. Swim fifty yards. 

2. Earn and deposit at least two dollars in a public 

bank. 

3. Send and receive a message by semaphore, or 

American Morse, or Myer alphabet, sixteen let- 
ters per minute. 

4. Make a round trip alone (or with another scout) 

to a point at least seven miles away, going on 
foot or rowing boat, and write a satisfactory 
account of the trip and things observed. 

5. Advanced First Aid: Know the methods for — 
Panic prevention. 

What to do in case of fire and ice, electric and 
gas accidents. 

How to help in case of runaway horse, mad dog, 
or snake bite. 

Treatment for dislocations, unconsciousness, poi- 
soning, fainting, apoplexy, sunstroke, heat ex- 
haustion, and freezing. 

Know treatment for sunburn, ivy poisoning, bites 
and stings ; nosebleed, earache, toothache, inflam- 
mation or grit in eye, cramp or stomach-ache and 
chills. 

Demonstrate artificial respiration. 

6. Prepare and cook satisfactorily, in the open, with- 

out regular kitchen utensils, two of the follow- 



HONOR SYSTEMS, AWARDS, CLUBS 295 

ing articles, as may be directed: Eggs, bacon, 
hunter's stew, fish, fowl, game, pancakes, hoe- 
cake, biscuit, hardtack or a "twist" baked on a 
stick. Explain to another boy the methods fol- 
lowed. 

7. Read a map correctly, and draw, from field notes 

made on the spot, an intelligible rough sketch 
map, indicating by their proper marks important 
buildings, roads, trolley lines, main landmarks, 
principal elevations, etc. Point out a compass 
direction without the help of the compass. 

8. Use properly an ax for felling or trimming light 

timber; or produce an article of carpentry, or 
cabinet-making, or metal work, made by himself. 
Explain the method followed. 

9. Judge distance, size, number, height, and weight 

within 25 per cent. 

10. Describe fully, from observation, ten species of 

trees or plants, including poison ivy, by their 
bark, leaves, flowers, fruit, or scent; or six spe- 
cies of wild birds, by their plumage, notes, tracks, 
or habits ; or six species of native wild animals, 
by their form, color, call, tracks, or habits; find 
the North Star, and name and describe at least 
three constellations of stars. 

11. Furnish satisfactory evidence that he had put into 

practice in his daily life the principles of the 
scout oath and law. 

12. Enlist a boy drained by himself in the require- 

ments of a Tenderfoot. 

— Reprinted by special permission of 
^ "The Boy Scouts of America." 



296 CAMP AND OUTING ACTIVITIES 

Standard Efficiency Tests for Boys 

For several years an increasing number of Young 
Men's Christian Associations have been giving physical, 
educational, and religious tests to boys in their member- 
ship and awarding points for proficiency. Detailed infor- 
mation may be secured by writing to Standard Efficiency 
Test for Boys, 124 East 28th Street, New York. 

The Wantonoit Club 

This club was originated and organized by Professor 
Henry W. Brown, of Colby College, Waterville, Me., 
and is now being used in dozens of camps throughout 
the United States. The club is just what its name pur- 
ports, an organization of those who want to know things.* 
It is an outdoor club, a body of nature lovers, and its 
field is the world. It is simple in its plan and methods, 
but it is 'vastly important in its purpose, and it is sur- 
prisingly effective in the way it attains its end. 

The plan presupposes the presence of an enthusiastic 
naturalist as leader. He need not be a scientist, but he 
must be a real man. The instruction is personal and 
direct, in the main ; but hikes, demonstrations, and lec- 
tures are important. The work must be absolutely volun- 
tary — extensive rather than intensive--and there must be 
no suggestion of the schoolroom, its methods, or its at- 
mosphere. Enthusiasm grows spontaneously in such cir- 
cumstances, and many a boy has become acquainted with 
upward of five hundred natural objects in a single sea- 
son. 

The cut of the certificate will give you some idea of 
the scope of the club. 

Upon the receipt of a small fee, a copy of the Wanto- 



HONOR SYSTEMS, AWARDS, CLUBS 297 



noit diploma will be sent to any camp leader, with the 
right to issue the same. Professor Brown, as national 



VJ 



U 



^1 

I 

i 



^i 



^i 







^1 



^¥i 



l^\ 



^ 



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counsellor, stands ready at any time to suggest such ways 
and means as shall arouse interest in such a club in your 
camp. Write him if interested. 



298 CAMP AND OUTING ACTIVITIES 

The following excerpt from a recent story is enlighten- 
ing: 

The Wantonoit Boys 

"Helloa, Jim, what yer doing?" 

"Sh ! watching that bird." 

"Oh (softly) what is it?" 

"A hermit thrush — there he goes now ! Come out, 
to-night, and maybe you can hear him sing. He's got a 
nest about here somewhere. I think it's on the ground. 
Earned your Wantonoit certificate yet?" 

"No, but I think I'll start in — all the fellows seem to 
be at it. I've never cared a rap for bugs and birds and 
such things, anyway." 

"Nor I, either. But after I got started and began to 
make out my lists and found that I could already name 
so many more things than I had thought I could, I de- 
cided to take a brace for two hundred, at least." 

"What do you have to know?" 

"Oh, anything — everything. Around the margin of the 
diploma are spaces set off for all the different divisions 
of natural objects: minerals, constellations, stars, and 
planets, fungi, mosses and lichens, ferns, flowers, trees, 
molluscs, insects, fishes, reptiles, birds, and mammals, 
and several others; and you can win your certificate on 
as few or as many of the subjects as you are interested 
in. Shorty Jones knows over a hundred flowers, alone. 
I am going to learn the names of the commonest things 
under each head; for you see they print the number of 
the objects you know in the sections on your certificate 
and — gee ! it's a pretty diploma — green and white, with 
red capitals and gold seals, and your name on it! I 



HONOR SYSTEMS, AWARDS, CLUBS 299 

know nearly two hundred things already. Look ! Is that 
a chipmunk over there, or is it a red?" 

"I don't know. Does everybody have to work for the 
Wantonoit club in this camp?" 

"Oh, no, but the fellows all do; and besides, there's no 
work to it, anyway — it's fun. You just learn the names 
of things the same as you get acquainted with the fellows 
in camp." 

"Don't you have to study, or recite, or pass examina- 
tions, or anything?" 

"Not at all. You simply show the Nature Director, 
when you get around to it, that you can recognize and 
name at least two hundred natural objects, and the Camp 
Master gives you the diploma. Haven't you seen the 
lists on the bulletin board? There are thousands of 
'Wantonoits' all over the country." 

"How do you find out the names?" 

"Why, you see, the older fellows tell you a lot; and 
the Nature Director takes bunches of us out on short 
hikes every day and points out everything to us, and we 
ask him questions, and we sit down and he talks, and — • 
why, I learned the names of eighteen ferns yesterday 
afternoon ! I'm making a collection of 'em — there's a 
Christmas fern, there's a Cinnamon, there's an Inter- 
rupted, there's a " 

"Say, could I learn 'em, too?" 

"Aw, it's easy. If you want to know 'em, I'll help 
you after swim. Say, when I came here to camp, three 
weeks ago, I thought I didn't know the name of anything; 
now, seems as if everywhere I turn I see a familiar tree 
or a flower — and at night we name the stars. Gee, it's 
great; but won't 'dad' be glad, when I get home!" 

From "A Summer in Camp." 



300 CAMP AND OUTIXG ACTIVITIES 

Dip Club 

After the boys had been in camp a few days the lead- 
ers found that they needed a good deal of sleep and it 
was very difficult for them to get their eyes open in the 
morning. A dip ckib was formed, the purpose of which 
was to inspire every fellow to take a morning dip, and 
anyone neglecting to do so was obliged to pay a fine 
of one nickel. The morning dip and the setting-up drill 
proved to be splendid eye-openers. 

Get There Club 

This club is the result of studies made by the Boys' 
Work Secretaries of Massachusetts and Rhode Island 
some years ago, and has been carried on very success- 
fully in many Associations. Arthur Pierce has used it 
successfully in his boys' camp at Troy, N. Y. 

The aims of this club are: 

To arouse ambition and give incentive for the future. 

To satisfy their ambition and fill untouched need with 
a plan for the future. 

To set up a program for life. 

Motto: To be ready for Opportunity. 

If anyone desires a full outline of this club, write 
State Boys' Work Secretary, Young Men's Christian As- 
sociation of Massachusetts, Boston, Mass. 

Suggested Clubs 
The following clubs have been successfully carried on 
in many summer camps to promote the social and edu- 
cational sides of the boys' lives: 
Sketch Club 
Camera Club 



HONOR SYSTEMS, AWARDS, CLUBS 301 

Mineralogy Club 

Natural Science Club 

Junior Naturalists 

Nature Study Club 

Audubon Club 

Weather Bureau Club 

Agassiz Club 

Do the Best You Can Club 

Help the Other Fellow Club 

Work and Win Club 

Signal Practice Club , 

Whittlers' Club. 
The names of these clubs signify the purpose of their 
organization and plans can be drawn up to suit the 
local camp. 



CHAPTER XI 
NATURE EDUCATION 

As Huxley has so well said, "No educational system 
can have any claim to permanence, unless it recognizes 
the truth that education has two great ends, to which 
everything else must be subordinated. One of these 
is to increase knowledge ; the other is to develop the love 
of right and the hatred of wrong." 

Of the many tools placed in the hands of the modern 
camp leader w^ith which to construct positive character, 
surely wisely handled Nature Education, with its many 
ramifications, is one of his most powerful instruments. 
Yet there are many up-to-date boys' camps that are just 
dabbling with their great opportunity to reach perma- 
nently the heart of the average boy by means of posi- 
tive nature study. 

Many camp leaders, not possessing technical biological 
training, and not being able to secure the ideal nature- 
study man to accompany them to camp, simply let the 
opportunity slip by. Happily each year, by the help of 
the great flood of popular writing on Nature Education 
topics, more and more camp leaders are coming to realize 
that after all they themselves are the ideal men to han- 
dle such work, preparing for it in advance and making 
it effective and intensely interesting by using the "let's- 
go-and-see" method, and by providing a line of activity 

302 



NATURE EDUCATION 



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Home of the Least Bittern 



that gives the boy his information, not so much by his 
ears alone, but by his eyes and hands and feet, and — 
soul. 

When Nature Education is made science to a boy it 
loses its real blood and vitality. He has no time for long, 



304 CAMP AND OUTING ACTIVITIES 

tedious, scientific classifications, but has a tremendous 
absorbing power for the beautiful, as he sees it and feels 
it in woods and stream, fields, marsh, and pasture lot, 
when intelligently led to observe and to experiment for 
himself. 

Clifton F. Hodge, in his excellent book on "Nature 
Study and Life," warns us that "unless the active and 
creative side is emphasized, a constant danger is that the 
study will fall to the level of fancy work, which will in- 
terest the leader but fail entirely to appeal to the most 
important part of the group — the boys." 

The camp that succeeds in planting deep a real intelli- 
gent love for nature, a love that demands to know more, 
to get closer, and to understand more fully, has made 
a contribution to that boy's life that will enrich and 
strengthen every passing year. Incidentally it will also 
set him a standard of recreation that can hardly be 
secured for him any other way. 

A boy's life is determined largely by his interests, and 
"to find such an interest in some^worthy nature-love is 
to discover the fountain of youth." 

"No one can love nature and not love its Author; and, 
if we can find a nature study that shall insure a sincere 
love, we shall be laying the surest possible foundation 
for religious character" for that boy. Experience proves 
it. Try it yourself. 

The suggestions in this chapter have all been tested 
out in various camps and have been found helpful. 

How to Create an Interest in Nature Study 

I. How the Honor System Helps Nature Study 

By having a local camp honor, or personal attainment 
system with suitable awards, that will emphasize nature 



NATURE EDUCATION 335 

study and woodcraft. See the various Honor Systems 
quoted in Chapter X of this book, with special reference 
to Nature Study. Make the Honor System standardize 
the nature work for all the campers. 

2. Need of Definite Periods 

By giving a certain period of each day to definite na- 
ture study work of one kind or another. For ekample : 

a. A nature study talk at camp fire, one each week. 

b. A special class of bird study just after dinner. 

c. A nature ramble every Sunday. 

3. Need of Necessary Leadership 

By having one man — a very choice leader — do nothing 
else but promote and care for the various nature study 
activities, awarding of points, and the examining of speci- 
mens collected by the campers. It is one of the most 
important pieces of leadership in the entire camp. 

4. A Nature Study Question Box 

Some camps have found a Nature Study Question Box 
a very helpful and interesting thing. Place a box 
(locked, of course) with a slot in the top in a convenient 
place in the camp. Attach a pad of paper and a pencil, 
and encourage the boys to write out questions concerning 
the things they have seen or heard and want to know 
more about. Then once a week at the campfire the box 
should be opened and the questions answered while all 
the boys are present. If tactfully handled, this adds 
greatly to the success of the nature study work. 

5. The Use of Colored Plates 

A very excellent plan in operation in many camps is 
to display in a prominent place — over the fireplace, in the 
dining-room, or some such spot — a colored plate of all 



3o6 



CAMP AND OUTING ACTIVITIES 



birds, flowers, insects, fungi, and small animals common 
to the locality; then as fast as these are seen wild mark 
the colored plate with a seal. It is surprising how this 
will add to the interest. Some camps paste a list of the 
names of the campers that first report each bird or ani- 




Wee Blackbirds Waiting 
FOR Worms 



mal as seen. This introduces the competitive element. 

Some camps are fortunate enough to be able to have in 
camp a variety of stuffed birds and small animals mounted 
in realistic fashion. These can often be borrowed from 
a local museum. 



NATURE EDUCATION 307 

A very large variety of colored plates can be secured 
from the Perry Mason Co., Boston, or from Charles K. 
Reed, Worcester, Mass. (send for catalogues), or from 
the American Audubon Society, New York City, in the 
way of educational leaflets. 

Two excellent sets of large representative tree pictures 
are published by A. Flanagan Co., 521 S. Wabash Ave., 
Chicago, 111., at a trifling cost. 

6. Encouraging Observation 

By offering a prize for the greatest number of natural 
objects named and described during the camp. 

Many of the best camps now issue a very neat diploma 
to boys identifying in their natural places one hundred 
natural objects, and makes every winner of same a 
member of the Wantonoit Nature Club, allowing the 
boys to count constellations, planets, and stars, minerals, 
fungi, mosses and lichens, ferns, wild flowers, trees and 
shrubs, animals, insects, fish, reptiles, birds, rocks, and 
fossils, awarding a red seal on the diploma for every ten 
over the one hundred objects named. This is a very 
excellent plan, and is giving large numbers of campers 
an enormous amount of outdoor information. 

7. Making Various Collections 

By making various camp collections of specimens, such 
as herbarium, a book of pressed waxed leaves, collections 
of minerals, pressed grasses, pressed ferns, and so forth. 
A very interesting collection of various chrysalides may 
be made by putting each in a tiny bottle filled with dena- 
tured alcohol. This may also be done to advantage with 
the various fungi, of which there is such a great variety 
about every camp. 



3o8 CAMP AND OUTING ACTIVITIES 

One camp has a collection of nearly sixty pieces of 
wood from different kinds of trees. These are one foot 
long and as near a uniform diameter as possible. One- 
half of each stick has the bark left on. The other half is 
cut on a taper across the stick to show the nature and 
grain of the wood. These sticks are numbered and in- 
dexed, and hung on the wall by means of tiny hooks. 

Another camp carefully collects and cares for all the 
various caterpillars that can be found around the camp. 
They are fed daily by a committee of boys, and are kept 
in long rows of jelly glasses on a series of shelves. Each 
glass has a label, showing upon what food-plant the worm 
was found, the date, and the general conditions — dry, 
wet, dark, light, and so forth. As fast as these worms 
and caterpillars become mature they build their cocoons 
or chrysalides. These are then packed carefully away 
under right conditions and kept for the next season, when 
they are again placed in jelly glasses and allowed to 
hatch. This little scheme has made a careful observer of 
many a careless boy, and has opened up to him a whole 
world of new things that he never dreamed existed. As 
the butterfly or moth hatches, it is promptly killed in a 
cyanide bottle, then mounted and added to the camp col- 
lection in a perfect condition. 

If interested in the raising of worms and caterpillars 
and conducting a crawlery as a camp activity, you should 
by all means read carefully Chapter I of "Caterpillars 
and Their Moths," by Eliot and Soule; also the first 
seventy-five pages of "Insect Friends and Foes," by Cra- 
gin. These books give all necessary information and are 
very suggestive. There is no expense connected with this 
activity, and it provides worth-while interest for many 
boys. One camp organized a club to do this work, and 



NATURE EDUCATION 309 

they called themselves "The Ancient Order of Entomo- 
logical Fanatics." 

8. Planting Bird Boxes 

By having boys build bird-houses of various sorts in 
the winter and taking them to camp w^ith them the next 
season. One camp has caused a great deal of interest in 
bird study the year round by offering a ribbon to every 
boy getting the bird for which the box was constructed 
to nest in his box. For instance, a wren in a wren box, 
a robin on a robin's shelf, a phoebe in a phoebe crate, a 
woodpecker in a hollow log, and so on. This idea may 
be carried further by having the boys build on the camp 
premises regular rustic feeding-places for the birds. 

One private camp brought ten times as many birds and 
more than doubled the varieties to be found on the camp 
grounds by working out such an arrangement. They re- 
port seventy-three birds' nests last season in artificial 
nesting-boxes placed by the boys. These boxes are made 
of every conceivable thing, from hollov/ limbs to tin 
cans, holes bored in dead trees, and baskets fastened in 
living ones. Some very interesting results were obtained 
by providing various colored yarns and strings and scraps 
of cloth for the birds to build with. Try it next season. 

You will find the chapter on The Practical Domestica- 
tion of Our Wild Birds, in "Nature and Life," by Hodge, 
very suggestive in this connection, also The Food Chart 
for Common Birds, page 323 of the same volume, is in- 
valuable if you wish to attempt something of this sort. 

The government issues many interesting bulletins on 
the care and preservation of wild birds, that may be had 
free by addressing Department of Agriculture, Washing- 



310 CAMP AND OUTING ACTIVITIES 

ton, D. C, also the Superintendent of Documents, Wash- 
ington. 

Help in constructing various types of bird boxes may 
be found in the "Field and Forest Handbook" and "Jack 
of all Trades," by Dan Beard, and in the literature of 
the National Association of Audubon Societies, New- 
York City. "Methods of Attracting Birds," by Gilbert 
H. Trapton, is almost indispensable if work along this 
line is attempted. 

The following birds nest in artificial houses very com- 
monly: bluebirds, chickadees, finches, martins, sparrows, 
swallows, and wrens. If the artificial nest is just right, 
woodpeckers, nuthatches, and owls may at times accept 
the proffered home. 

The best boxes are made from hollow limbs, bark, and 
bored-out stumps. When boards are used, they should be 
old and weathered, or stained dull grey, brown, or green, 
as best fits the environment in which they are to be 
placed. All boxes should have some means of ventila- 
tion, and some way to clean them out annually; also 
small drainage holes in the bottom. 

9. The Use of Stereopticons and Reilectoscopes 

By the use of a stereopticon on rainy days and Sun- 
days. There is no limit to the nature slides that may be 
rented from various firms at a minimum cost. Probably 
a better way, and one that is possible for every camp, 
is the use of a reflectoscope — an inexpensive instrument 
costing about $35 complete — that reflects a picture from 
a picture, without going to the expense of renting slides. 
There are several series of excellent nature study post- 
cards of birds, flowers, insects, and trees on the market, 



NATURE EDUCATION 



311 



that may be secured of Charles K. Reed, Worcester, 
Mass., at a trifling cost. To these may be added pictures 
collected from magazines, plates from the multitude of 
nature books, and even kodak pictures can be used to 
advantage. 

One camp erected two poles near the regular camp fire 





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A Nature-Study Ramble 



spot and stretched an opaque curtain between them, using 
the pictures as one of the camp fire stunts. A good 
nature leader can easily make rough sketches to illus- 
trate his talks. 

One camp taught all of its campers to know a great 
variety of birds, flowers, fungi, insects, and in fact all 
sorts of natural objects, by flashing them on the screen 
with a reflectoscope at random and having the boys call 
out the names, leaving the picture on the screen until the 
right name was called out. 



312 CAMP AND OUTING ACTIVITIES 

10. Value of Nature Rambles 

By conducting regular nature rambles. Sunday after- 
noon is an ideal time. 

Great fun may be had by going to some certain point 
in the woods, or on the lake, or in the swamp, as a base, 
then race to see which camper can return first with, say, 
twenty-five different leaves or flowers and name them 
correctly; or who can find and identify on a given trip 
the largest number of different stones, birds, beetles, or 
whatever may be decided upon. 

Bird excursions must be conducted more quietly, but 
may be worked out in the same way. A wise leader can 
often bring about a most intimate relationship between 
himself and his boys, by making a practice of going out 
on a little observation trip into Nature's garden with 
them, one at a time, and if he is properly prepared this 
very excursion offers in the most natural way the oppor- 
tunity for a frank talk on sex hygiene under the most 
ideal circumstances, using nature as the basis. Such les- 
sons are never forgotten. 

One leader put in his entire time taking one camper at 
a time to see, day by day, the developments in a dozen 
different bird nests he had located, that varied all the 
way from a ground sparrow to a least bittern — one in a 
grassy meadow a mile away, the other in the middle of a 
cat-tail swamp. Before the season was over every boy 
in camp had located a round of interesting nests and, 
unknown to others save his pal, was watching them day 
by day. It often happened that when the little ones 
finally came he could not keep his secret longer, but 
would take his best friends to see and wonder at the mir- 
acle with him. 



NATURE EDUCATION 313 

11. How to Study the Water Life 

By building an aquarium on the beach or the lake 
shore, or in the stream, stocking it with water life cap- 
tured by the boys. After a study of each animal has 
been made, it should be released. Boys find it very in- 
teresting to search for frog and fish eggs, then watch 
them hatch. It is not necessary that the aquarium be 
built after the latest scientific methods. What the boy 
wants is an enclosure that is as near the natural condi- 
tion as possible. 

12. Sugaring for Insects 

Many interesting evenings may be put in sugaring for 
moths, butterflies, and beetles in the big woods by the 
following simple process: 

Boil a dish of sugar and water until the syrup is thick, 
add a quantity of black strap molasses, spice of various 
sorts, and cider vinegar. Boil down until you have a 
thick paste. Be sure it does not sugar and crystallize 
when it cools. 

Apply this dope to the trunks of large trees well back 
in the woods. The smell of sugar will attract all sorts 
of insects (including mosquitoes) in large numbers. 
Late in the evening visit the various trees by approach- 
ing quietly with a dark lantern. It will be found that the 
moths will not fly if the light is held steadily fixed on 
them. It is great fun and often makes possible studying 
specimens that cannot be caught or seen in any other 
way. The dope is good for several nights. From May 
15 to July 15 is the best period. Insist on each member 
of the party carrying a notebook and making notes on 
what is seen. Do not be discouraged. Try different lo- 
cations and different trees. 



314 CAMP AND OUTING ACTIVITIES 




Boy Campers Watched Beavers Cut This Aspen 



NATURE EDUCATION 315 

Nature Study Outlines 

The following outlines are very suggestive of what 
any intelligent camp leader can prepare on an unlimited 
number of subjects, all of which will be intensely inter- 
esting and helpful to boys. The references are standard 
books, and can be secured at any public or school 
library. 

The Ant and Its Habits 
Introduction : 

The ant the most wonderful animal in the world ex- 
cept man. 

Among the earliest inhabitants of the earth. 

Over 3,000 varieties. 

Ant-hills of Africa fifteen feet high. 

Ants never sleep. 

They always prefer total darkness. 

The ant-hill the highest organized animal home 
known. 

1. The Queen Ant: 

a. Ruler of the city. 

b. Very large and winged. 

c. The queen the egg producer. 

d. Marriage — Monogamist. 

2. The King Ant: 

A winged male ; does no work, is very ignorant, 
cannot follow a trail. 

3. The Workers: 

a. An ant city largely unmarried females. 

b. The women do the work in the nest. 

4. The Repletcs: 

a. Furnish the food supply — large abdomen — method 

used in securing food and storing it. 

b. Herding the ant cows and milking them. 

c. Milking — 

(i) Aphids, the ant cows. 

(2) Where found — habits of aphids. 



3i6 CAMP AXD OUTING ACTIVITIES 

(3) The ants' method of obtaining the honey 
dew. 

d. The penning in of cattle on roots in the ant nest. 

e. The honey carried to the nest for general food 

and stored. 

5. The Pensioners: 

a. The feeding process — queens, workers, young. 

b. The gathering of aphid eggs by the ants. 

c. The domestication of aphids on roots in the ant 

nest. 

d. The young aphids taken back to trees in the 

spring. 

e. Seen by removing a stone covering a nest with 

exposed roots in it. 

6. Experiments on Ants: 
Antennae — 

a. Four to thirteen noses — one at every joint. 

b. The ant is blind, deaf, dumb. 

c. Nine noses are all its senses. 

1st joint — odor of the home. Loss of nose 

makes all homes alike. 
2nd joint — odor of relations; tell friends from 

enemies. 
3rd joint — pathfinder ; hopelessly lost without it. 
4th joint — recognition of own eggs. 
5th joint — recognition of own children. 

d. Function of other noses not known. 

e. They hear from the vibrations of their feet. 

7. The Vigor of Ants: 

a. 100 days without food. 

b. Eight days completely submerged in water — not 

drowned. 

c. A queen lived fourteen days without her abdo- 

men. 

d. Forty-one days without a head — still alive. 

8. Memory of Ants: 

a. They love and hate. 



NATURE EDUCATION 317 

b. A queen removed from her eggs fifty-two days 

— children remembered her, gave her a recep- 
tion. 

c. Another seventy-three days away from her eggs 

— children did not at first recognize her; at 
last licked her, fed her, walked around and 
around her, and finally snuggled up to her. 

d. An ant removed from nest two years returned, 

remembered her relatives. 

9. Intelligence of Ants: 

a. Hate light. 

b. Cover glass with dirt. 

c. As seen in the milking habit. 

d. As seen in the division of labor. 

e. Choice of food — pepper and ground flies. 

f. Choice of homes. 

g. Ideas of cleanliness as seen in the home — 

One apartment for food. 

One for eggs, or nursery. 

One for children. 

One for dirt and refuse. 

One for cattle. 

Helpful References: 

"Our Wonder World," Vol. 3. 

Munsey's, Vol. 33, page 235. 

"Our Insect Friends and Foes," Cragin. 

Fish 
Where found. 
General characteristics. 
Why colored as they are — 

Dark on top — protection from birds, etc. 

Light belly — protection from other fish, etc. 
Reasons for above. 

Life History: 

I. Mating season — 

a. Male changes color. 

b. Female chooses the spawning ground. 



3i8 CAMP AND OUTING ACTIVITIES 

c. Female chooses her mate. 

(i) Two males often fight for a female. 
(2) In this case the female chooses her 
mate from the combatants. 

2. Laying of eggs — 

a. How the place is prepared — fish beds. 

b. The number of eggs laid. 

c. The appearance of the eggs. 

d. They must have oxygen to hatch. 

e. Hatch in from 45 to 150 days — controlled by 

temperature of the water. 

3. Appearance of the young — 

a. Born with large yolk sac. 

b. .Sac lasts forty days. 

c. Young greatly sought after by the old fish. 

d. A very large part born are destroyed. 

e. Grow very rapidly — mature in thirty months. 

4. General characteristics — 

a. The sense of sight and hearing is very acute. 

b. Sense of smell very poorly developed. 

c. They have no taste at all, but depend on the 

eye for the choice of foods. 

5. Fish hatcheries — government and private — 

a. Why employed. 

b. Success of the government hatcheries. 

c. The method used for breeding. 

d. Fish as food for man. 

6. Game fish and food fish — 

a. Fish destroyers. 

b. Methods of fishing. 

c. Fish wardens. 

Helpful References: 

"Our Wonder World," Vol. 3. 

"Our Insect Friends and Foes/' Cragin. 



NATURE EDUCATION 319 



Wild Bees of Various Sorts 

The Leaf-cutting Bee. 
The Burrowing Bee. 
The Mason Bee, 
The Carpenter Bee. 

hitroduction: 

Interest in bees. 

Over 5,000 varieties known. 

Value economically. 

1. The Leaf-cutting Bee: 

a. Building her nests of leaves. 

(i) Method. 

(2) Male does not come to the nest. 

(3) Where nest is placed. 

b. The preparing of the bee bread, pollen, and wax. 

c. Laying of the eggs — one in each nest with food. 

d. LaVva feeds on bee-bread and conies out adult. 

e. One bee makes twenty to thirty nests, requiring 

10,000 cuttings. 

2. The Burrowing Bee: 

a. Nest made in the ground. 

b. Lined with a secretion and webbing. 

c. Nests often ten inches deep, known to be twenty- 

eight inches. 

d. One nest has from six to ten eggs; separate 

sections for each egg and food supply. 

e. Not a social bee, but neighborly; often find 1,000 

nests very near together — cornfield. 

f. One known to have brought water to soften 

ground for digging. 

g. Description of the burrow: 

(i) The enlargement. 

(2) Its purpose — male bee guards the nest 

from intruders. 

(3) The arrival of the female— a female rubs 

antenna with male— entry signal. 
h. The velvet ant a robber of bee nests. 



320 CAMP AND OUTING ACTIVITIES 

i. A danger of last resource in protection the fe- 
male fights with hind legs. 
j. The parasitic fly — 

(i) How it spoils the bee-bread. 

(2) The result. 

3. Tlie Mason Bee: 

a. Resembles the mud dobber wasp. 

b. Nest built of dirt moistened by saliva. 

c. Dirt carried by the jaws big as a pea; how stones 

are removed. 

d. Choice of a home — method of finding it — 

(i) Between loose stones. 

(2) In rotten logs. 

(3) In old snail shell. 

(4) A hermit in living. 

(5) Under old planks. 

e. Building the nest — 

(i) Shape. 

(2) How built — sawdust, pebbles, etc. 

f. Habits similar to the Burrowing Bee. 

4. The Carpenter Bee: 

a. Similar to the Carpenter Ant. 

b. Home built in solid boards. 

c. Nest built by means of mandibles. 

d. Week to build one nest. 

e. Marvel of industry. 

Helpful References: 

"Our Wonder World," Vol. 3. 

"Our Insect Friends and Foes," Cragin. 



Field Wasp 
Introduction: 

A very large number of species of wasps. 
Interesting because of their instinct and intellect. 

I. Ammophila: 

a. Where she builds her nest. 

b. Number of nests built in a season— nine to 

twenty. 



NATURE EDUCATION 321 

c. Number of eggs put into each nest — spider food. 

d. Method of covering nest — rocks, leaves. 

2. Securing Food: 

a. Feeds on caterpillars. 

b. Method of capturing them — stings. 

c. Effect- on the nervous system of the worm. 

d. Hov^ the worm is carried to her nest. 

e. Spot chosen for laying her eggs. 

f. Care used in caring for the covering of the nest 

after it has been filled with eggs and food. 

3. Special Instances of Intellect: 

a. Pounding down the dirt with a very small stone 

held in the jaws. 

b. Marvelous power of observation. 

c. Nests often found in the very center of a large 

cornfield or center of woods. 

d. Will not stock a nest that has been tampered 

with. 

4. Other Wasps: 

a. Use white moths. 

b. Use grasshoppers. 

c. Use spiders and hang them on a twig while the 

nest is being built. 

Helpful References : 

"Peckham's Wasp Book." 

"Our Wonder World," Vol. 3. 

"Our Insect Friends and Foes," Cragin. 



Moths 

Introduction: 

1. Difference between butterflies and moths. 

2. About 20,000 varieties of moths. 

3. Not so brightly colored as butterflies, but more 

beautiful. 

4. Famous for the protective coloring, as seen in — 
(a) Oak moths. 



322 CAMP AND OUTING ACTIVITIES 

(b) Birch moths. 

(c) Cherry moths. 

5. The scales very long and beautiful. 

1. Life History: 

a. Male and female much alike. 

b. Female lays very large number of eggs. 

c. Longer lived than the butterflies'. 

d. Fly almost entirely at night or in the twilight. 

e. Are greatly attracted to any kind of a light. 

f. Eggs always deposited on the food of the larva. 

g. Pupate in the ground mostly. 

h. Caterpillars are not smooth, but have hairy bod- 
ies, largely various shades of green. 

2. Interesting Facts Concerning Moths: 

a. How they may be caught at night — 

(i) Sugaring for moths. 
(2) Catching with a net. 

b. Silkworm moth and its economic value. 

c. Death's-head moth. 

d. The Atlas moth of North India — one foot in 

diameter. 

e. Use of the proboscis. 

f. Compound eyes. 

g. Fertilization of plants. 

Helpful References: 

"Holland's Moth Book." 

"Our Wonder World," Vol. 3. 

"Our Insect Friends and Foes," Cragin. 

Butterflies 
Introduction: 

1. Of interest because of very bright colors. 

2. Very many species in the tropics. 

3. Difference in the coloring of the outer and inner 

wings and reason. 

4. Structure of the wings causing color. 

5. Cannot fly if the scales are lost — reason, 

6. Use of proboscis. 



NATURE EDUCATION 323 

7. Six legs — one pair often rudimentary. 

8. In the same philum as man. 

1. Life History. 

a. Male always the brightest colored. 

b. Female always the largest. 

c. Difference between the sexes often very great. 

d. Eggs— 

(i) Where laid — always on food plant. 
(2) Number and appearance. 

e. Length of life of adults. 

2. Caterpillar Stage: 

a. Appearance — 

(i) Coloring. 

(2) Food. 

(3) Mouth parts. 

(4) Legs — number and value. 

b. Number of molts before adult (seven to twelve). 

c. Building the pupa-hair from body secretion — 

skin 

3. Pupa Stage: 

a. Appearance of the pupa — 

(i) Chrysalis or cocoon — how hung up. 

(2) Cabbage worm — common. 

(3) Milkweed worm — feed and color, method 

of removing skin. 

b. Time required for metamorphosis. 

4. Appearances of the Adult Butterfly: 

a. How it drys its wings. 

b. Mating. 

c. Eggs deposited. 

d. Death. 

e. Period of life very short. 

Helpful References: 

'•Holland's Butterfly Book." 

"Our Wonder World," Vol. 3. 

"Our Insect Friends and Foes," Cragin, 



324 CAMP AND OUTING ACTIVITIES 

Spiders 
Introduction: 

Why of interest. 
Various kinds — 

1. Ballooning Spiders. 

2. Garden Spiders. 

1. Ballooning Spiders: 

a. Rival to man in her attempt to fly. 

b. Why she wishes to fly. 

c. Method of flight — 

(i) Climbs to an altitude. 

(2) Determines the direction of the wind. 

(3) Stands high on hind legs. 

(4) Spins the threads — 

(a) Method employed in spinning. 

(b) Describe spinnerets. 

(c) Material becomes hard in contact 

with air. 

d. How she overcomes gravitation. 

e. How she gets down from her balloon. 

2. Special Cases: 

a. Blown away to sea. 

b. Showers of silk have been known. 

3. The Garden Spider: 

a. Appearance. 

b. Where found. 

c. Describe web and shield — hanging web. 

d. How she works the web into motion. 

e. Method of obtaining food. 

f. Method of storing the food. 

g. The cocoon — 

(i) Appearance. 

(2) Contents — number of eggs — 1,000. 

(3) How built. 

(4) 'How waterproofed. 
h. Spider dies of old age. 
i. How she carries her young. 



NATURE EDUCATION 325 

Helpful References: 

"Macook's Nature Book." 

"Our Wonder World," Vol. 3. 

"Our Insect Friends and Foes," Cragin. 

Color, as Seen in the Animal World 

Two kinds of color seen among animals: 

1. Structural colors — very bright. 

2. Pigmental colors — very dull. 

The test for color: Immerse colored matter in water 
or oil; if structural, will become dull. 

Coloring matter analogous with uric acid in the human 
body 

Gotten rid of in the color of furs and feathers. 

Divisions of Animal Coloring: 

1. Protective coloring. 

2. Aggressive coloring. 

3. Alluring coloring. 

4. Warning coloring. 

5. Mimicry — 4 

a. Protective. 

b. Aggressive. 

6. Signal coloring. 

I. Protective Coloring: 

a. Colored for its environment — birch-bark moth. 

b. Transparent animals found in the surface waters 

of the ocean. 

c. Fish — dark on top and light on the belly. 

d. Snakes — mottled — fits its environment. 

e. Ptarmigan — changes feathers with the seasons. 

f. Frogs' skins — environment. 

g. Birch-bark moth and oak moth. 
h. Leaf insect of South America. 

i. Female — leaf, male — seed (leaves blowing off the 

trees). 
j. Leaf butterfly of India. 
k. Walking-stick insect — where found. 



326 CAMP AND OUTING ACTIVITIES 

1. Rabbit — white in winter and dun in summer, 
m. Partridge — color environment. 

2. Aggressive Coloring: 

Valuable in its approach to food: 

a. Polar bear — color of ice. 

b. Tiger stripes — shadows of bamboo. 

c. Leopard spots — shadows of leaves. 

3. Alluring Colors: 

a. Spiders, like bird droppings. 

b. Angular fish. 

c. Lizard of Algiers — like flower, folds up on food. 

d. Snakes, birds, mice. 

4. Warning Colors: 

(Brightly colored animals not good to eat.) 

a. Wasps not eaten by birds. 

b. Ladybugs never molested. 

c. Potato-bug brightly colored — sour. 

d. Tomato worm — never eaten. 

5. Mimicry: 

a. Its value to the animal. 

b. Leaf-cutting ant and tree-hopper. 

c. The bee-fly. 

d. The Monarch and Viceroy butterfly. 

e. Fish hawk and eagle. 

f. Coon-bear. 

6. Signal Coloring: 

a. Color advertises desire for mating. 

Helpful References: 

"Our Insect Friends and Foes," Cragin. 

The Mosquito 
Introduction: 

Why the mosquito is of especial interest to all campers. 
Where found — Greenland to South Sea Islands. 
W^hy it is fought so persistently — yellow fever. 



NATURE EDUCATION 327 

1. General Characteristics: 

a. Five orders found in the United States, from 

very small to very large. 

b. Always breeds in water. 

c. Hatches from an tgg. 

d. Appearance of egg-raft. 

e. How the mosquito produces sound. 

f. Are carried into uninfected countries by railroad 

trains, winds, storms, etc. 

g. Migrate in soft winds. 

h. Habit of hibernation — tall grass, hay field. 
i. Adult does not necessarily have to have food. 
j. Reach adult age five or seven days after hatching. 

2. The Life Cycle: 

a. Eggs deposited in the water or on leaves of twigs. 

b. Their shape, size, appearance — 200 to 400 in a 

raft. 

c. If agitated, the eggs will hatch sooner. 

d. Drying or freezing does not destroy eggs. 

3. The Larz'a: 

a. Larva known as a Wriggler. 

b. The Wriggler a true air breather. 

c. Found in nearly all stagnant ponds, rain-water 

pools, marshes, wet tin cans, rubbish, etc. 

d. The food of the larva — protozoa, algae, spores, 

etc. 

e. The value of a ciliated mouth from a food 

standpoint. 

f. The posterior breathing tube. 

^. Pupcc: 

a. Develops to pupa from wriggler in seven days. 

b. The change of appearance. 

c. The change of the breathing apparatus — funnel 

ears on the anterior end. 

5. The Adult Mosquito: 

a. Pupa splits skin on back side. 

b. Adult mosquito escapes through the slit. 



3^8 CAMP AND OUTING ACTIVITIES 

6. The Mosquito and Malarial Fever: 

a. How man is infected — affects red corpuscles of 

blood. 

b. Germs enter mosquito's salivary glands from 

stomach — breeding-place. 

c. Enter man through the bite. 

d. Remedies for bites. 

e. Remarks on mosquito bites. 

Helpful References: 

"Holland's Insect Book." 

"Our Wonder World," Vol. 3. 

"Our Insect Friends and Foes," Cragin. 

Classification of Insects 
Hexapoda: 

Head, thorax, abdomen. 

Head, four pair of appendages. 

Antennae — three pair mouth parts. 
Often a metamorphosis. 

Order Aptra (without wings) : 
Spring tails and snow fleas. 

Order Orthoptera (straight wings) : 

Cockroaches, grasshoppers, crickets, walking-stick in- 
sects. 

Order Neuroptera (nerve wings) : 
Termites, white ants, dragon-flies. 

Order Hemptera (two wings) : 
True bugs, lice, squash bugs. 

Order Dipt era (two wings) : 

Bot flies, mosquitoes, hessian flies. 

Order Lepidoptera (scale wings) : 
Butterflies, moths. 

Order Coleoptera (shield wings) : 
All beetles. 

Order Hymenoptera (membranous wings) : 
Bees, wasps, ants. 



NATURE EDUCATION 



329 




Turtle for Dinner 

Interesting Nature Questions 

Following is an exceptionally fine list of questions, 
covering birds, bird songs, bird nests, bees, animals, fish 
and reptiles, plants and flowers, the weather, and the 
animal struggle for existence. They are based on John 
Burroughs' excellent nature books, and suggest almost 
an unlimited number of interesting topics for talks or 
discussions. They can easily be made the means of ac- 
quainting boys with the very best of nature literature as 
written by American authors. 

In order to correctly ascertain how little actual Nature 
information the modern boy has, use these questions as 
you would a spelling bee about the camp fire early in 
the camp. The interest aroused will become very keen. 



Birds 

Where does the crow establish winter quarters, and what 
method does he employ for greater warmth? 



330 CAMP AND OUTIXG ACTIVITIES 

Describe the courting of the goldfinches. 

What effect has the settlement and cultivation of the 
country upon the habits of birds? 

How does the bird of prey vary from other birds in the 
manner of carrying its captive? 

How does the jay carry the food which he takes away 
with him and hides ? 

Describe the appearance of a young hawk. 

By what tactics does the marsh hawk secure his prey? 

Describe the song, color, habits, and appearance of the 
winter wren. 

Give the distinctive differences between the veery thrush 
and the hermit thrush. 

Give some of the characteristics of the turkey buzzard. 

How does the eyesight of the bird compare with that of 
the dog, fox, or wolf? 

How does the bird's field of vision compare with man's? 

Which tend to brighter colors, the flocking birds, or their 
solitary congeners? 

How does the crow pick up food from the water? 

Why is the shrike considered a murderer, and what are 
the methods employed by it? 

How do bluebirds do their matchmaking? 

Give some characteristics of the loon and tell in what 
way it represents the wildness and solitariness of 
nature. 

Why is it that in the fall birds and fowls of all kinds 
become very fat? 

Bird Songs 

Taking the quality of melody as the test, what birds stand 
at the head of our list of songsters? 



NATURE EDUCATION 331 

Do birds of the same family always have the same song? 

What is the only common bird whose song. the mocking- 
bird cannot imitate? 

What is the special characteristic of the wing-song of 
our birds, as opposed to the perch-song? Do all 
birds sing on the wing? 

Can a bird's song be influenced by imitation? 

Bird Nests 

Why do the first nest builders in spring suffer the most 
casualties? 

Do young birds ever return to the nest after they have 
once taken flight? 

What peculiar situation is chosen by the Baltimore oriole 
for its nest? 

What is the site selected by a woodpecker for his nest, 
and what is his method of building? 

Describe the nest of the humming bird. 

What bird is the finest architect of any of the ground 
builders? 

Mention one bird in each of the following classes: 

1. Birds that repair or appropriate the last year's 

nest. 

2. Those that build anew each season. 

3. Those that use no nest at all, but deposit their 

eggs in the sand. 

What bird builds an exquisite nest of moss on the side 
of some shelving cliff or overhanging rock? 

How differently does a bird construct his nest in a 
Southern and a Northern climate? 

Bees 

How does the bee deposit the pollen in the hivCj andl what 
is then done with it? 



ZZ2 CAMP AND OUTING ACTIVITIES 

Does a bee ever get lost by wandering into strange and 
unknown parts? 

From what flowers does the bee secure his first supply of 
honey in the spring? 

How does the honey obtained from the red raspberry 
blooms differ from that obtained from the clover? 

Is there any difference between the appearance of the 
wild bee and of his brother in the hive, and is the 
honey alike? 

What are some of the hardships and dangers to which 
the bee is exposed? 

How do bees get their bearings and find their way home? 

Why is the mortality of a swarm of bees so great? 

What tactics are employed by the bee hunter to locate 
the bee tree? 

Describe how the bees make the comb. 

Where do the queen bumblebee and queen hornet seek 
their winter quarters, and what becomes of the 
drones and workers? 

Animals 

Of what use is the squirrel's tail to him? 

How differently does a squirrel hold his feet in running 
up a tree and in running down it? 

Why does the black bear hibernate when the snow comes? 

What provision does the deer mouse make for his winter 
supply of food? 

Describe some of the interesting things discovered by 
means of the little tracks made in the snow. 

Describe the interesting features of a coon hunt and 
tell why it always takes place at night, 



NATURE EDUCATION 333 

What is the only fur-bearing animal that has not only 
held its own but has actually increased in the face of 
all means for his extermination? 

Name the different kinds of squirrels and the principal 
characteristics of each. 

Give some instances of the cleverness of the fox in elud- 
ing his pursuers. 

Has the moisture of a dog's nose anything to do with 
his sense of smell? 

How does the skunk gratify his epicurean tastes, thereby 
gaining the dislike of farmers? 

Describe the appearance of the deer mouse 

What are some of the habits and characteristics of the 
skunk ? 

Name some of the differences in the habits of the hare 
and of the rabbit. 

What kind of sound does the porcupine make and how 
does he compare with the woodchuck in appearance? 

In what month is the track of the raccoon first discov- 
ered in the snow? 

State the difficulties of trapping a fox, and describe how 
it can be successfully done. 

Fishes and Reptiles 

What kind of stream is the ideal one for trout? 

How do the little fishes protect themselves from the big 
fishes ? 

What is the color of the flying fish and what does its 
flight resemble? 

Where do the water frogs pass the winter? 

Describe how the toad goes into the ground in late fall, 
How far beneath the surface does he sink? 



334 CAMP AND OUTIXG ACTIVITIES 

Why is it a difficult matter to locate the tree-toad? 
Where does the tree-toad make its home? 
Where does the tree-toad pass the winter? 

Plants and Flowers 

Name some of the curious traits and habits of the early 
species of everlasting, commonly called the mouse- 
ear. 

What in Mr. Burroughs's opinion is the most poetic and 
the best beloved of our wild flowers? 

When do many of our wild flowers, the bloodroot, he- 
patica, maidenhair fern, etc., make their start toward 
the season's growth? 

What is a wake-robin? 

What tree is the mose widely useful in the mechanic 
arts and the most beneficial in the economy of na- 
ture? 

What is the month of mushrooms and how do they 
grow? 

The Weather 

What particular activities of ants herald a change in the 
weather? 

When a redness in the east means wind, how does it 
dififer from the redness which indicates rain? 

At what time of day do the big storms usually begin? 

What are the critical moments of the day, as regards 
weather? 

Is the approach of great storms generally heralded by 
any striking or unusual phenomenon? 

When there is a total absence of clouds and the stars are 
unusually numerous and bright, is it c^ bad omen a§ 
regards weather? 



NATURE EDUCATION 335 

When the atmosphere is telescopic and distant objects 
stand out unusually clear and sharp, is the weather 
likely to remain clear, or is a storm at hand? 

The Struggle for Existence 

Upon what two senses do the dog, fox, wolf, deer, cow, 
and horse mainly depend? 

What is the question that enters most deeply into the 
life problem of an animal? 

Give an instance of how nature arms one creature 
against another, thus giving an evidence of her im- 
partiality. 

Do animals profit by experience? 

Is there much variation in the traits and intelligence of 
individual wild animals of the same species? 

What were the agents that developed the wits of the 
lower animals and how does the amount of wit vary 
with the sharpness of the struggle? 

Have the birds that subsist upon a great variety of foods, 
or the birds of neutral coloring, the better chance 
of surviving? 

What does Mr. Burroughs name as the three most pre- 
cious resources of life? 

Are dull colors of great protective value to the birds? 

Are all the acts necessary to an animal's life and to the 
continuance of the species instinctive, or do the crea- 
tures have to be taiught them? 

Books on Nature That Should Be Accessible to the 
Boys in Every Camp 

"Our Insect Friends and Foes," Belle S. Cragin. 
"The Leaf Collector's H^indbogk and Herbarium," 
C S, Newhall. 



33^ 



CAMP AND OUTING ACTIVITIES 



"Nature Study and Life," Clifton F. Hodge. 

"Caterpillars and Their Moths," I. M. Eliot. 

"Birds of Village and Field," Florence A. Merriam. 

"Wild Neighbors," Ernest Ingersoll. 

"A Guide to the Trees," Alice Lounsberry. 

"A Guide to the Wild Flowers," Alice Lounsberry. 









%m 






An Exploring Party 



"The Moth Book," W. J. Holland. 
"The Butterfly Book," W. J. Holland. 
"Common Minerals and Rocks," William O. Crosby. 
"Astronomy for Everybody," Simon Newcomb. 
"Boy Scout Manual." 
"Mushrooms," G. F. Atkinson. 

"The World's Wonder Book." (In ten volumes.y Vol 
III is especially fine for boys, 



NATURE EDUCATION 337 

Pamphlets and Books That May Be Had for the 
Asking 

"Directions for Collecting and Preserving Insects," 
Notton Banks, Government Bulletin No. 67. 

"Directions for Collecting Birds," Robert Ridgway, 
Government Bulletin No. 39. 

"Directions for Collecting and Preserving Fossils," 
Charles Schuchert, Government Bulletin No. 39-K. 

"Directions for Collecting Minerals," Wirt Tassin, 
Government Bulletin No. 39. 

The "Report of Your State Forester" is always a valu- 
able book for local use, and may be had from the State 
Capitol by remitting postage to cover carriage. 

Another volume that is almost indispensable is a bound 
copy of the "Educational Bird Leaflets," issued in a very 
attractive form by the National American Audubon So- 
ciety, 1974 Broadway, New York City. 

The "Junior Naturalist Monthly," issued by Cornell 
University, Ithaca, New York, is helpful. 

The various pocket manuals in color, published by 
Charles K. Reed, Worcester, Mass., are very accurate 
and attractive in cost, binding and general make-up. En- 
courage your leaders to own these little books and carry 
them for ready reference. 



CHAPTER XII 

BIBLE STUDY AND RELIGIOUS 
ACTIVITIES 

Oh, out in the heart of Natur, 

Surrounded by birds an' flowers, 
Yew kin git a heap sight higher 

Thun clinibin' up man-made towers ! 
Yes, thar whar no vice ner meanness 

Ner avarice never trod, 
Yew kin see all over the lan'scape 

The hand-prints an' foot-prints uv God. 
Yew kin feel His Spirit so present, 

Thet if yew but close yer eyes, 
Yew kin almost imagine Him down here 

Er yew up in Paradise. 
Ah ! Let us go oft'ner tew Natur, 

An' drink in God's works of art, 
Thet we may live nearer His heaven, 

Thet we may keep Him in our heart ! 

—William M. Vories, 
Reuben Strawstack's Diary, Camp Tecumseh. 

"Piety many times is neither religious nor moral. Too 
much Bible study and too many religious meetings can 
do as much harm as no Bible study and no religious 
services. 

"Live the religious life. Make it the basis of the en- 
tire camp program. Always have grace reverently said 
before each meal, with heads bowed and eyes closed. 
After breakfast have a chapter of the Scriptures read 

33§ 



RELIGIOUS ACTIVITIES 



339 



without comment, and a prayer, closing with all repeating 
the Lord's Prayer. Before 'taps' at night have a hymn 
played by the bugler stationed some little distance from 
the camp. Play the evening hymns, like 'Abide With Me,' 
'Nearer My God to Thee' ; avoid the 'lively' tunes. Send 
the boys to sleep with the quiet tune ringing in their 



ii'l 



:^ W' 






%^ 



Morning Bible Study Around the Friendship Fire 

ears. Every evening before 'taps,' at the sounding of 
'tattoo,' each tent group should have tent devotions, con- 
sisting of reading of a chapter from a selected list of 
Bible readings and participation in volunteer prayer." — 
H. W. Gibson. 

CAMP BIBLE STUDY OUTLINES* 



The following outlines were used in Camp Chief Ouray, 
the boys' camp of the Denver Young Men's Christian 



* Printed by courtesy of the author, Rev. Guy E. Konkel, Pastor Christ 
Methodist Episcopal Church, Denver, Colo. 



340 CAMP AND OUTING ACTIVITIES 

Association, with great success. They are exceedingly 
practical, as well as very suggestive, and may be used 
either in part or as a whole, as Camp Bible Studies, or 
Camp Talks at the Camp Fire. 

The Call of the Christ 

FIRST DAY— The Call to Obedience 

The call of Christ as real to-day as when He said 
"follow me" to men of Galilee. 

Tendency to overlook reality of presence of the "un- 
seen Christ." 

John 21 : 22 — "Follow thou me." 

John 14:23 — "If a man love me, he will keep my 
words." 

Make this call personal. Imagine Jesus Christ speak- 
ing directly to you. 

Easy to shift responsibility to Peter, John, or others. 

To obey the right person, to follow right appeals, evi- 
dence of manliness, worth, usefulness. 

To be a slave of Jesus Christ is most honorable rela- 
tion. Contrast with slavery to bad habit or bad com- 
panions. 

No man is his own master: We are swayed by spirit- 
ual forces, as field of grain by breezes: either Spirit of 
God or spirit of Satan controls: either sin or righteous- 
ness dominates you. 

The Christ leads all forces that make for the uplift of 
man : "Will you be enlisted as a volunteer," or be found 
fighting against the King of Glory? 

Obedience is not always humanly easy. 



RELIGIOUS ACTIVITIES 341 

The will is the last citadel to capitulate. Examples: 
the will of a child; or own when duty crosses desire. 

To assume the name "Christian" and refuse to obey 
Christ is mockery. 

Let boys name some definite things Jesus Christ de- 
mands of His disciples to-day. 

Obedience is the Test of Love 

SECOND DAY— The Call to Purity 

Psalm 24:4. "He that hath clean hands and a pure 
heart." 

Matthew 5 : 8. "The pure in heart . . . shall see God." 

No spot, blemish of character, suspicion of evil in 
Jesus of Nazareth. 

No man can follow Him and be unclean. 

To follow Him is to climb to the mountain tops of char- 
acter, where the sunshine of God's fellowship is unob- 
structed, and the atmosphere of the life is radiant with 
purity. 

Holiness, Christlikeness, the one necessity for time and 
eternity; the passport into the home of God. Rev. 21 : 27: 
"There shall in no wise enter into it anything that de- 
fileth." 

Purity in thought. Thought is the parent of the word 
and deed. Uncleanness, vileness, thinking ill of man, re- 
bellion against God, impure imagination, are un-Christ- 
like. 

Purity in word. The unclean, suggestive story; the 
word of scandal, unkindness. The tongue and lips are 
mighty agents for good or evil. Can you imagine Jesus 
being as careless in speech as some of us? 

Purity in life and deed. Let no unclean practice mar 
your body. The mind and spirit are affected by the con- 
dition of the body. Physical passions, appetites, and 
habits atmosphere the soul. 



342 CAMP AND OUTING ACTIVITIES 

The PAST is unredeemable, but the present and future 
are ours to shape and use. 

John B. Cough's message : "Young man, keep your 
record clean !" 

I would be true, for there are those who trust me; 

I would be pure, for there are those who care; 
I would be strong, for there is much to suffer; 
I would be brave, for there is much to dare. 

— Howard A. Walter. 
Purity is the Fruit of Love 



THIRD DAY— The Call to Sacrifice and Self -Denial 

Luke 9:29. "If any man will come after me, let him 
deny himself, and take up his cross daily, and follow me." 

Matt. 16:25. "Whosover will save his life shall lose 
it; and whosoever will lose his life for my sake shall find 
it." 

I Cor. 13 : 5. "Love seeketh not its own." Do you 
want to be Christ-like? He thought not of Himself, His 
own ease or welfare. 

The elimination of selfishness is a tremendous under- 
taking, whether in business, play, social life, on the street 
car, at home, or abroad. The animal instinct must be 
overcome in all cases by the mind of the Spirit. 

Self-effacement is the supreme magnet — nothing draws 
like sacrifice. 'Tf I be lifted up from the earth I will 
draw all men unto myself." 

He who gives most of himself is loved most. 

By self-renunciation your life becomes a power indis- 
pensable to mankind. 

The common good, the desire and welfare of the ma- 
jority are worthy ideals. 

One can lift only by getting under. The kneeling atti- 
tude of humility the posture of power. 



RELIGIOUS ACTIVITIES 343 

The trivial round, the common task, 
Will furnish all we ought to ask, — 
Room to deny ourselves, a road 
To bring us daily nearer God. 

— John Keble. 

Sacrifice is the Language of Love 

FOURTH DAY— The Call to Originality 

Originality is the expression of personality, of self. 

Copybook, stereotyped, carbon-copy folks. 

No two physically, mentally, or spiritually alike, yet we 
try to speak, act, live alike. 

One in ten thousand expresses himself — and arrives; 
others are lost in mediocrity. 

Our work should express ourselves. If each man's 
autograph should have an individuality, so should his 
ball-playing, farming, preaching, etc. 

Conventionality is the enemy of personality. 

"Everybody's doing it," and "It always has been done 
this way" are signposts to the graveyard. 

Tradition and convention are the habits of the race. 

Like the habits of an individual, they may be good or 
bad. Not necessarily either because old. 

Orthodoxy as commonly defined — Identity with belief 
of the past. 

This may be rankest heresy. 

New definition — the belief demanded by the needs of 
the day. 

One-time orthodoxies not defended now — in politics: 
"The divine right of kings" — now, the divine right of the 
people; in religion: banishing or burning people for doc- 
trinal differences — now, charity and love that place broth- 
erhood above mere creed. 



344 CAMP AND OUTING ACTIVITIES 

Break the constraining habits of your family, com- 
munity, former life. 

A rut is a narrow grave. 

Make some new contribution, mark out new paths. 

Dreamers, inventors, are the saviors of the race. 

Our Columbuses and Edisons save us from stagnation. 

Imagine: same old tunes, tools, machinery, engines, 
laws, ideals. 

• Everything new existed first in some man or men. 

Their contribution of themselves gives life its lift. 

Our frontiers are no longer territorial, but industrial, 
intellectual, religious. 

Make your contribution to God's work as important in 
its place as that of Moses, David, Paul. 

God created you for a definite place in His plan. 

Success means fulfilment of God's purpose for you. 

Originality is the Incarnation of Love 

FIFTH DAY — The Call to Longsiiffering and Patience 
Matt. 5 : 39. "Resist not him that is evil." 

John 18:36. 'Tf my kingdom were of this world, then 
would my servants fight." 

Jesus did resist at times in certain ways. Suggestions 
from the boys. 

Clearly, the Christian should not fight men but sin. 

Defense of principle, or others, rather than self. 

If the spirit of Jesus prevailed, peace would abound. 

Resistance and so-called "self-defense" usually aggra- 
vate the strife. 

The big man can overlook what the small man resents. 



RELIGIOUS ACTIVITIES 345 

We need to endure misunderstanding, false accusation, 
evil report, hurtful deeds. 

To strike back, or "get even," or retaliate places us in 
same class as our enemy. Thus make his level ours. 

We need patience with ourselves, others, the progress 
of God's work. 

What do you think of applying this principle to the 
relation of nations? If Christ were President of the 
United States would He recommend this doctrine? 

Is this spirit practicable in industrial disputes? Give 
examples for and against. 

How Vv'idely may we apply Matt. 5 : 2t^ — "If thy brother 
have aught against thee" ? 

Do arbitration and conciliation promote love or dis- 
trust? Which do you believe God wants propagated? 

The Christian's weapon is truth with love. These do 
not need assistance from Springfields and Krupps. 

It is difficult for a man to read your love in a bayonet 
or brass knuckles. 

Patience is the Trial of Love 

SIXTH DAY— The Call to Faith 

On the wall of a church, at the electric light switch, 
were these words — Matt. 11:22: "Have faith in God." 

An inspiration to pastor and people in many a trying 
hour. 

Faith is the enlargement of life, man's consolation in 
the limitations of his present existence. 

Faith is the telescope of the spiritual eye, bringing 
eternity near, making this life and the next to blend to- 
gether. 

By faith the past, present, and future are welded. 

Faith gives eternal, unchanging values to the common, 
everyday experiences. 



346 CAMP AND OUTING ACTIVITIES 

Faith supplements, corrects, makes real sight. He who 
lives by sight alone is most pitiable. 

By faith God becomes present, the sacrifice of Jesus 
Christ personal, the life of heaven real. 

The possibilities of faith Christ's challenge to aspiring 
souls, Mark 9:23: "All things are possible to him that 
believeth." 

Faith is the dreaming of the soul. Youth is the age 
of dreams. When we cease to dream we cease to grow. 
Then set in decay and death. 

Our golden age is before us; blessed is he that reaches 
for it before he can grasp it. 

Faith i« the Vision of Love 

SEVENTH DAY— The Call to Steadfastness 

Luke 9:51: "He steadfastly set his face to go to 
Jerusalem." 

What awaited Him at Jerusalem ? Did He know? Did 
He need to go? Would you have gone? Is there any 
place in the Master's company for a coward? Define 
bravery. Does your heart warm as you think of Him 
"steadfastly setting His face" toward death? Will you 
join His band? 

Read Luke 9:57-62: "No man . . . looking back is 
fit for the kingdom of God." 

Phil. 3: 13: "Forgetting the things which are behind." 
And sometimes refusing to see those which are before. 

Not thwarted or si'detracked by friends, relatives, ene- 
mies, difficulties, apparent defeat. 

Stick-to-it-iveness and perseverance are good words to 
build into character. Despite his looks, the bulldog has a 
multitude of friends. The mule cannot be joked out of 
our admiration. 



RELIGIOUS ACTIVITIES 347 

The succession of blows crushes the rock. One nickel 
will not build a bank, but enough nickels will. 

"Failure" must be erased from your vocabulary. 

Your full strength developed and brought out only by 
continued effort. 

Spasms are neither popular nor wholesome. 

Mediocre ability and the long, steady pull, versus 
flashy genius. "No genius like hard work," said a man 
who knew. 

Steadfastness is the Backbone of Love 



EIGHTH DAY— The Call to Mastery and Self -Control 

Phil. 4: 13: "I can do all things through Christ who 
strengtheneth me." 

John 15:5. "Without me ye can do nothing." 

We are our greatest hindrances. Frequently disap- 
pointed with ourselves. 

My best is my desire, but when did I attain it? 

The helplessness of our human nature heartbreaking. 

Each has within himself potential victory, but Christ 
alone can command the forces. Each knows the struggle 
and defeat described by Paul in Romans vii. 

You may also join him in the shout of victory. 

Sense of mastery one of the best fruits of our faith. 

As a strong friend helps a weak one in time of stress, 
so Christ, the indwelling Friend, assists us. 

Be strong! We are not here to play, to dream, to drift. 
We have hard work to do, and loads to lift. 
Shun not the struggle : fac* it. 'Tts God's gift. 
Be strong! Be strong! 



348 CAMP AND OUTING ACTIVITIES 

Be strong ! It matters not how deep intrenched the 

wrong; 
How hard the battle goes; the day, how long. 
Faint not, fight on ! To-morrow comes the song. 
Be strong ! Be strong ! 

— Maltbie D. Babcock. 

Mastery is the Result of Love 



NINTH DAY— The Call to Service 

Matt. 20 : 26-28 : "Not to be ministered unto, but to 
give." 

Rom. i: 14: "1 am debtor." 

Acts 10:38: "Who went about doing good." 

In estimating life, that is lost which is kept, and that 
is saved which is spent for worthy causes. The most 
real and sacred stewardship that of life itself. 

"What doth it profit a man to gain the whole world, 
and forfeit his life?" 

God placed His Spirit in you for service. 

You are too big to be an idler in the Kingdom. 

Only the wornout have a right to loaf. 

What do we mean by "Church Service?" A mis- 
nomer. 

Should a farm hand sit around and sing the praises 
of his employer, and actually do as little as the average 
Christian, would he hold his job long? 

Social service is Christianity in action; some of the 
Master's ideals being realized. 

Personal work saves souls and rejoices heaven. 

"Helping the other fellow" is Christian doctrine. 

Jesus inspired others to be and do their best; He made 
of untrained, unlettered men the wonder and miracle of 
the world: should we strive for less? 



RELIGIOUS ACTIVITIES 349 

Work and joy are wedded — "what God hath joined 
together let no man put asunder." You will be happy in 
your faith when you put it to work for God. 

If you only would, what couldn't you young men do! 
Christ has a big job on His hands; He must have men: 
Can He count on you? 

There's a fight to be fought and a victory won; 
There's a cause to be gained and a race to be run; 
We must each lend a hand in the good work begun; 
We can, by God's grace, if we will. 

—Mrs. C. H. Morris. 

I am only one, but I am one; 

I cannot do everything, but I can do something; 

What I can do, I ought to do; 

And, by the help of God, I will do. 

Service is the Purpose of Love 

TENTH DAY — The Call to Christlikeness Complete 

We are His ambassadors, agents, representatives, sam- 
ples of what He can do for us and others, and through 
us for others. 

We are all willing for Christ to do something for us ; 
but are we willing that He shall do all for us ? 

He desired the Father to be glorified in Him; are we 
that He might be glorified in us? 

Because the pastor had not yet arrived at the church 
a little girl remarked that Jesus was not yet there. What 
a tribute to the character of the pastor ! 

If we are Christians we are like Him. His presence, 
spirit, character in us can give this likeness; He imparts 
it with Himself. Cannot be assumed. 

This age is increasingly spiritual. Men of all classes 
and callings recognize the spiritual basis of all life. 

The unseen, the spiritual, is becoming the most real in 
thinking and living. 



350 CAMP AND OUTING ACTIVITIES 

We young men have high ambitions. Can we have one 
higher than the subject of this lesson? 

I wish for you, in the grace of God, learning, wealth, 
influence, honor, the acme of happiness; but above all I 
crave for you that likeness to my Master that will make 
you a savior among men. Christ is for you. I covet you 
for Christ. 

Christlikeness is the Culmination of Love 



The Christian Life 

The Ten Commandments in Modern Life 

General Introduction: 

The Ten Commandments were given to the Hebrew 
people through Moses. 

They embody the ideas and ideals of the great system 
of legislation under which the nation lived. 

They were given long ago to a shepherd people, but 
they remain the laws of the true life to-day. Though 
conditions are changed, the spirit still holds. 

FIRST DAY — Commandments i and 2 
"No other gods" 

1. In what way do these apply to our day? 

If God were speaking audibly to our twentieth cen- 
tury civilization, would He need to give the first and sec- 
ond commandments? 

2. What is a god or deity? 

Not necessarily something bowed down to, prayed to; 
but the ruling power, dominating desire of the life; 
what one likes best, wants most, awards first place. 

Worship not observance of forms, postures, or customs. 
These may be only mockery, cant, sham. 



RELIGIOUS ACTIVITIES 351 

Worship is relation, position of life toward whatever 
object. The miser and his gold. Society, youth, and 
pleasure. Man and his business. 

How is man's love for his family demonstrated. 

That to which a man's life is devoted is his god. 

3. Some gods of modern life. (Let the boys make 
suggestions.) 

Mammon, riches, property, success in vocation ; con- 
venience, ease, pleasure; self, self-interest, self-will. 

4. Why God should be first — Jesus Christ became the 
*'Lord" of our lives. 

The commandment is not the arbitrary demand of a 
jealous God, but inspired by righteous purpose — 

a. For sake of yourself. 

The scope, reach, breadth of your life depend upon 
your Leader. Its stream will not rise higher than 
its source. If He is your Master, your ideals will 
center in His throne. And your ideals make or 
unmake you. "No man can be a man without 
Him." 

b. For the sake of others. 

Everywhere in Nature like produces like. There is 
an unconscious, irrepressible aroma of influence 
arising from each life. The perfume scents the 
air around the open flask. 

Personal influence is either food or poison to others. 
The commandment speaks of "visiting the iniquity" 
and "showing mercy." Not only our offspring, but 
our comrades are blessed or cursed by our lives. 
If God rules in us. His influence will radiate from 
us; and His is the touch of blessing and life. 

c. When men center on God, all is well. 

Godless Israel was cursed; obedient Israel, blessed. 
So individually, nationally, to-day. We were crea- 
ted for Him. Under His mastery we find our real 
selves; we fit into His plan; and the will of God 
is done in us "as it is in heaven." 



352 CAMP AND OUTING ACTIVITIES 

SECOND DAY — Commandments 3 and 4 
"The Name of the Lord Thy God" 

1. Blasphemy is a most common vice. 

The acme of foolishness. Has not the excuse of profit. 
Lowers in self-respect, and the respect of others. Much 
used thoughtlessly; but "For every idle word." 

Evidence of lack of self-control, of disregard for hear- 
ers, of foulness of heart, for, "out of the abundance of 
the heart the mouth speaketh." If it isn't in your heart it 
won't rise to your lips. 

A rebuke administered once to a blasphemer: ''Who 
gave you permission to spit in my ear !" 

2. We are Sons of God; we bear His name. 

We may dishonor it by bearing the Name unworthily. 

Many call themselves Christians who have no right to 
the name. Surely they break this commandment. Alex- 
ander the Great to cowardly soldier with the same name : 
"Quit being a coward, or change your name!" 

*'Not everyone that says, Lord, Lord, but he that 
doeth." 

We might dishonor or bear unworthily the family 
name. 

Get the significance of — "He leadeth me . . . for His 
Name's sake." 

3. God is the High, Holy, Unknown. 
Reverence, fear, love are worthy attitudes of soul. 

Jews would not speak the name JEHOVAH. Our 
older English versions of the Bible follow that custom. 

Intimate use of the Name of Deity is right if it is 
right. 

Reverence is a most beautiful trait of character. Let 
us carefully cultivate this attitude toward God. 



RELIGIOUS ACTIVITIES 353 

"The Sabbath Day" 

Is regard for the day growing less? 

Should the day be as sacred now as in olden times? 

Should God be more, or less, in our thought than for- 
merly? 

Must Sabbath observance and regard necessarily follow 
the same forms? 

God commands for our good: 

1. Scientifically demonstrated that man needs rest, and 

just this much. Man and beast can do more 
work in six days than in seven. 

Much modern toil on the Sabbath is unnecesary. 

"Six days shalt thou labor and do all thy work." 

What w^ork really must be done on the Sabbath? 

What service can Christians render them who must 
toil on the Sabbath to serve us? 

2. Mental and spiritual needs are urgent. 

Does the average man minister to these needs dur- 
ing the week? 

Their value demands that the order be reversed, 
giving them six, instead of one, of the seven. 

Yet few devote any considerable portion of the 
Sabbath even to the inner life. 

What is the difference between a "holyday" and a 
"holiday"? 

Which should the modern Sabbath be? 

3. Good ways to observed the day. (Ask the boys to 

make suggestions.) 
Rest, relaxation, change of employment, entering 
new fields of thought to discover the truth of 
God; Sunday school, public worship, private de- 
votion; reading, wTiting, conversing on worthy 
topics; getting God's messages from the out-of- 



354 CAMP AND OUTING ACTIVITIES 

doors; visiting the sick or discouraged; works of 
necessity or charity that could not well be done 
on other days. 

THIRD DAY — Commandments 5, 6 and / 

"Honor thy father and thy mother" 
The true man, gentleman, evidenced by. God attaches 
great importance to. Men despise the unfilial. 

The Bible is filled with admonitions supporting this 
commandment. 

"That thy days may be long." 

''Honor" means Love, appreciation for, kindness to, 
obedience, protection. 

What duties have parents to children? 

"Shalt not kill" 

The sacredness of human life. 

Is killing ever justifiable? 

Does this commandment apply to the taking of other 
than human life? What do you say of the killing of 
harmless or useful creatures? 

How does modern society kill? Does the command- 
ment apply to the following: 

1. War. Deaths caused by our Civil War nearly 

500,000. Is killing any less murder because done 
at long range and in the smoke of battle? When 
the Socialist, on the basis of the brotherhood 
of man, cries against war, is it time for the fol- 
lower of Jesus of Nazareth to consent to war? 

2. Industrial negligence and greed. 

Over 15,000 killed each year in American work 
accidents. 

Poor ventilation, fire-traps, lack of safety appli- 
ances, long hours, starvation wages, overwork. 



RELIGIOUS ACTIVITIES 355 

Does God approve the hoarding of money at the 
expense of suffering and death? 

Are competition and profits responsible for a large 
percentage of our industrial murders? 

3. The Liquor Business. 

Responsible for more deaths than war. Every six 
minutes a man goes to a drunkard's grave. 
Every year 60,000 girls to graves of shame. 

Is the drinker alone responsible for his fate? 

Is it fair, right, and just to charge the man who 
sold, and the man who gave permission to sell, 
with the death due to alcoholism, or the murder 
committed by a person under the influence of 
drink? 

Alcohol kills man's self-respect, ability, chances 
for success, finer sensibilities — in short, his body, 
mind, and spirit. 

''Thou shalt not commit adultery'' 
The home God's first institution. 

The relation of husband and wife most sacred. 

Insecurity in the home life a menace to all life. There- 
fore, he who wrecks a home strikes at the roots of every 
noble, uplifting influence. 

Divorce rate alarmingly high in our country. In 191 1 
over 78,000. 

What are the Scriptural grounds for divorce? Are 
there other true grounds? 

Do you think the laws of our State are in harmony 
with the law and will of God? 

Remarriage after divorce may be adultery. 

Sacredness of the sex powers. Sex-life is God-given, 

Diversion or destruction of forbidden by this com- 
mandment. 



356 CAMP AND OUTING ACTIVITIES 

Self-abuse is suicidal and a crime against the race. 

Jesus made the commandment apply to the impure 
thought. Sin has origin in the heart. The clean thought 
blossoms into the clean deed and life. Whether you are 
man or devil depends largely upon your mastery of sex- 
passion or its mastery of you. 

FOURTH DAY— Commandments S, p, lo 

"Thou shalt not steal" 

Theft is taking from another without adequate return 
anything of value. 

Small thefts fundamentally as bad and wrong as large 
ones. The Holy Spirit makes this truth clear to us. A 
lad cheated a merchant out of a small sum, and after 
conversion had no 'peace untij he made the wrong right. 

Common forms of theft — too small wages, inadequate 
service for wages received; short weights; exorbitant 
prices; crushing legitimate competition; adulterated 
food; shoddy goods. 

Besides money, one might steal — time, reputation, in- 
fluence, peace, joy, opportunity, merited attainment of 
another. 

"Thou shalt not bear false witness" 

Society depends upon the integrity of its members. 
Truthfulness, trustworthiness, are bases of business, gov- 
ernment, society, friendship — all human relations. 

In everyday life, as well as on the witness stand, our 
report of the neighbor must be true. 

The oath should not be needed to guard our lips. 

Any untrue report, remark, gesture, action, or silence 
is ''bearing false witness." 

"Thou shalt not covet" 

Active or potential desire for another's possessions. 

The most common sin; least guarded against; most 
seldom confessed; source of nearly all others. 



RELIGIOUS ACTIVITIES 357 

The Bible condemns most severely. 

The opposite of charity, benevolence, large-heartedness, 
altruism. 

It leads to harm of neighbor, or self, or of both. 

Helpful emulation inspiring; covetousness debasing. 

I Cor. 12:31: Covet earnestly the best gifts. 

The Beatitudes and Christian Character 

General Introduction 

Spoken by Jesus; probably on the Horns of Hattan, 
near the Sea of Galilee; to the disciples and the multi- 
tude; a part of the "Sermon on the Mount." 

Jesus' Inaugural Address or Platform; the Beatitudes 
are the gist of His utterances. 

"The Christianity of Jesus Christ: Is it ours?" 

The Beatitudes are the door into "The School of 
Christ." 

The nearer we approach the religions of Jesus the bet- 
ter Christians we are. 

What the name Christian means. 

*'Let this mind be in you which was also in Christ 
Jesus." 

The Beatitudes give the characteristics of the Christian 
character. 

FIFTH DAY— Beatitudes i and 2 

"The Poor in Spirit" 

Humble, recognizing dependence upon God; realizing 
own worthlessness, helplessness. 

The darky said it meant to be "hard up" in spirit. Our 
poverty will be made rich by the wealth of the kingdom 
of heaven. 



358 CAMP AND OUTING ACTIVITIES 

Psalm 51:17; 34:18; Prov. 16:19; Isaiah 57:15; 
(£\2\ Matt. 18:4; Luke 18:14. 

"The Meek." (Transposed with the second by some 
ancient authorities.) 

"Of gentle and long-suffering disposition, of peaceable 
temper, submissive, compliant, yielding, not haughty or 
proud, unostentatious, modest, humble." 

This is not the world's winner. The forward, brazen, 
egotistical seem to capture the world's prizes. 

The eyes of the world do not see the real values. 

Jesus, meekest of men, now governs all men. 

Because He humbled Himself, "God also hath highly 
exalted Him." 

Only the meek get the victory of the Wilderness Temp- 
tation. 

Numbers 12:3; Deut. 34:10; Psalm 149:4; Isaiah 
29: 19; I Peter 3: 4. 

SIXTH DAY— Beatitudes 3 and 4 

"They that Mourn" 

For and with others. Sympathy is blessed. 

Because of the scourge of sin and its products. 

For our own shortcomings. 

That soul is hopeless that cannot weep. 

There is no room for comfort till sorrow smites: Then 
the comfort of God exceeds the suffering. 

"The oil of joy for mourning" is the promise. 

Weeping becomes a joy if God wipes away the tears. 

Isaiah 60 : 20 ; 61 : 1-3 ; Rev. 21 : 4. 



RELIGIOUS ACTIVITIES 359 

"That Hunger and Thirst" 

Some of our quests not answered: wealth, honor, 
fame. But those who "hunger and thirst after righteous- 
ness shall be filled." 

*'Wish" versus "want." Hunger and thirst are keenest 
demands. 

"Filled" — satisfied; made complete; saturated. Saint 
Augustine exclaimed, "O that thou wouldst enter into 
my heart and inebriate it!" 

The supreme attainment: "A crown of righteousness" 
— meaning spiritual and entire conformity to the Law of 
God. 

Psalm 23 : 5 ; Malachi 3 : 10; John 4: 14; Romans 15 : 29. 

SEVENTH DAY— Beatitudes 5 and 6 
"The Merciful" 
A most beautiful grace, and almost least evidenced. 

We demand of others, and often fail to show to them. 
Read the parable of the unmerciful steward. 

We shall never regret being kind, gentle, merciful. 

Better err on the side of mercy, even to being '"easy." 

How would we fare without the mercy of man and 
God? 

"With what judgment ye judge." "Judgment without 
mercy that hath showed no mercy." 

Xot only that we might obtain, but because we have 
obtained from God through Jesus Christ. 

II Sam. 22 : 26 ; Psalm 41:1; Prov. 3:3, 4 ; Eph. 4 : 32. 

"The Pure in Heart" 

Universal conception of God — purity. 

Pure in heart, loved of men. 

After all, only needed qualification for tternal fellow- 
ship with Him. He lives in such. 



36o CAMP AND OUTING ACTIVITIES 

"In heart." The inner Hfe more important than the 
outer, for it is the source. If the heart is right, all is 
right. Pharisees emphasized outward purity. 

Remember that God sees your heart-life. 

Job 42 : 5, 6 ; Psalm 15:1, 2 ; 24 : 3, 4 ; Hebrews 12 : 14. 

EIGHTH DAY— Beatitudes 7 and 8 

"The Peacemakers" 

Some seem to read "peacebreakers." Smallest business 
in the world. 

The gossip, scandal-monger, strife-stirrer are hell's ac- 
credited representatives. 

Most enmities have ludicrously small origins. 

We should promote peace between individuals, nations, 
churches, man and God. 

We young folks stand for good fellowship. 
We are disciples of the "Prince of Peace." 

What a tribute ! Children of God because peace- 
makers. 

If we are children of God, we should act like it. 
Prov. 12:20; Mark 9:50; Rom. 12:18; James 3:18. 
"The Persecuted" 
The day of the Christian's abuse about gone. 

You need not apologize for being a Christian; rather 
for not being one, or a better one. 

Yet there still will be some persecution. A goodly fel- 
lowship — prophets, apostles, the Master. 

Notice: "Falsely" and "For my sake." 

What difference between "persecution" and "prosecu- 
tion" ? 

Persecution arises because the Master's is not the 
world's platform; His teachings cross our sinful natures; 
the evil hates the pure, good, Godlike. 



RELIGIOUS ACTIVITIES 361 

"Rejoice," exult; "leap." Bear, overcome in His 
Spirit. 

I Kings 19:2; Jer. 20:2; Dan. 6:16; Heb. 11; Rev. 
1:9. 

Ideals for the Christian Chwrch 
NINTH DAY— General Introduction 

1. What is the Christian Church? 

Not any one denomination, sect, or party. These are 
human organizations. 

Just as we are members of a family, or of society, so 
they are members of the Christian Church. 

The true "catholic" or universal church composed of all 
true children of God. 

Yet the "visible" church is God's representative on 
earth. The institution that carries forward His work. 

2. Through All the Ages God Has Wondrously Used 

the Church. 
The originator and encourager of all reforms. 
Can you imagine a city without church buildings? 

To-day the church plays large part in awakening the 
nations to progress and power. 

Sometimes it has been ultra-conseryative; had narrow, 
bad men in control. Yet — 

It has been the largest factor for good in the world. 

Its preservation through the ages an evidence that it is 
of God. 

3. Relation of Men to the Church. 

The interests of men and the church the same. 

The church raised up and preserved for human service. 
Certainly men should join and work in it. 

Most good people are within; most of the bad without. 



362 CAMP AND OUTING ACTIVITIES 

4. What Church Should You Join? 

The church of your parents; the home should not be 
divided. Unity in religion makes best possible. 

The church whose doctrines and government you most 
completely agree with. Temperaments differ. 

The church you can attend and work in regularly. 
Preferably, all other things being equal, the church near- 
est your home. 

The church in which you believe you can get and give 
the most good. 

5. Hozv Can You Unite with a ChurcJif 

Consult parents, closest friends, pastor. Prepare your- 
self by careful study of doctrine, the meaning of the 
Christian life, and the church's rules and ideals. 

Most churches receive on confesion of faith in Jesus 
Christ and a declaration of purpose to live for Him. 
Baptism always required. 

6. A Christian Without the Church? 

A human being without a home? A scholar without 
the school? A mechanic without shop training? A Ma- 
son without fellowship in the Lodge ? 

Most of us need all the help we can get; cannot have 
standards and ideals too high ; need to be tied to every 
good influence possible. 

Are Sunday school, Young People's Society, Young 
Men's Christian Association or lodge, enough? 

These are not substitutes, but feeders — auxiliaries. 
The church has great work to do, and purposes to do it. 
She must have red-blooded men to help her. She will 
get the men. Will you be one? 

May the study of these ideals stir your blood. 



RELIGIOUS ACTIVITIES 363 

TENTH DAY— Ideals i and 2 

1. The Elimination of the Human Elements and Bias. 
Possession of the true spirit of the Founder, His ideals 

and power. 

In which the Holy Spirit moves as complete master. 

Through the eyes of God to have : A vision of sin, 
its curse and cure; of the reach of the gospel — world- 
wide, covering all sin, the one "salt" and "light" of the 
world; of the value of a human soul; of the reality and 
power of the spiritual ; of the presence and help of Al- 
mighty God; of our absolute dependence upon the Holy 
Spirit for success in all good living and work. 

The Commandments and Beatitudes exemplified in 
Christians. 

Sharper demarcation between the world and Chris- 
tians. 

2. An Inspired, Progressing, Uplifted Humanity. 
Ideal short of race-salvation is unworthy. 

It is easy for the race to halt in its march. 

Constant goad, push, lift, leaven, lever required. 

Church must provide these in itself. 

Every member must realize best in himself, and then 
contribute that for the common good. 

The spirit of "otherness" characterizing our religion 
alone will save the world. 

Christ positively dependent upon altruistic service. 

Selfishness, the worst of sins, defeats God. 



ELEVENTH DAY— Ideals 3 and 4 

3. The Winning Appeal to Every Earnest Man. 

Many good fellgws outside the church; ngt altogether 
their fault, 



364 CAMP AND OUTING ACTIVITIES 

The fifteen million young men in the United States 
could mine and smelt the ore, make the rails, cut the 
ties, and lay a railroad track from New York to San 
Francisco in twelve hours. 

What couldn't they do if lined up for the Christ! 

There are 3,000,000 less men than women in the 
churches of our country. 

Seventy per cent of the boys in the adolescent period 
are lost to the Sunday school. 

Two out of every ten go wrong. 

Surely every Christian must discover the winning ap- 
peal, and then by voice and life capture our manhood for 
Christ and the church. 

4. Closer Fellowship Among Christians. 
The divisions among Christians a scandal. 
The Master prayed that we might be one. 
The differences usually deal with non-essentials. 

Nearness to Christ, and heart and hand to the task, 
are best antidotes. 

With your eye on the job before us you will see less 
of your brother's peculiarities. 

The spiritual oneness is noticeable in our day. Willing- 
ness to unite forces in common work is growing. 

Organic union actually accomplished in places. 

Sentiment moving toward other consolidations. 

Mission fields, Canada, and United States leading. 

The enemy will not be completely routed until we 
march with solid front. 



TWELFTH DAY— Ideal 5 
5. Breaking Down the Iniquities of Owr Day% 
A militant church needed, 



- RELIGIOUS ACTIVITIES 365 

Common conception of imbecility of. 

Stalwart religion alone adequate. 

The Christian is a soldier of the Lord. Joshua was 
such. Do we measure up? Weapons: "Sword of the 
Spirit, which is the Word of God"; love for the Truth, 
for man, for God. 

Our ideal : "Thy kingdom come, thy will be done, on 
earth as it is in heaven." 

Whoever believes this and will come with inactivity, 
laziness, folded hands, and faint heart, is not ready for 
the Kingdom. 

Let the boys suggest some evils to be banished. 

War: Deaths caused by our Civil War nearly 500,000. 
Each year nearly two-thirds of the revenue of our Gov- 
ernment goes to pay or prepare for war. War settles no 
questions. Intellect, not the rifle, must ultimately adjust 
differences. The gun-man is a menace to civilization. 
In war, might is right. 

What do you think of arbitration? Of disarmament? 
Is the peace of a community safe when every man car- 
ries a gun and has an arsenal in his home? 

Some rulers sign their war proclamations — "By the 
grace of God." Do you think the God of the Christ ap- 
proves? 

Men are brothers. Why should the common man fight 
the rulers' battles? 

Child Labor: One in forty of our total population is 
a child toiler. One in twenty of the children in the 
United States is a wage earner. There are 2,500,000 
under sixteen years of age in our factories; 25,000 in 
coal mines ; 80,000 in textile factories ; 7,500 in glass fac- 
tories ; 12,000 in tobacco factories, making cigars at eight 
cents per thousand.. 

The United States Census Report shows that in the 
last ten years child labor has increased 200 per cent. We 
take a man from a job and put his child in his place, 



366 CAMP AND OUTING ACTIVITIES 

Charlotte Perkins Oilman puts it : 

No fledgling feeds the father bird! 

No chicken feeds the hen ! 
No kitten mouses for the cat — 

This story is for men. 

We are the wisest, strongest race — 

Loud may our praise be sung ! 
The only animal alive 

That lives upon its young. 

What think you Christ would say about Child Labor? 
Political Corruption: Oraft instead of service. 
The best solution to elect men of integrity and char- 
acter. 

The clean man must interest himself in politics and 
accept office as an opportunity to serve. 

Industrial Conditions: The average wage is pitifully 
small. Two million or more unemployed men. Strikes 
and their results. 

Over 15,000 are killed each year in American work 
accidents, and some 500,000 men are injured. From 75 
per cent to 90 per cent of these preventable. 

Total number of casualties sufficient to carry on at the 
same time two such wars as our Civil War and the 
Russo-Japanese War. 

Thirty-one and four-tenths per cent of the girls under 
sixteen in the silk-weaving industry of Pennsylvania cost 
their employers less than $2 per week. 

The Liquor Traffic: Has dominated politics, business, 
and the judgments of our citizenship. 

Attacks the home, the vocation, the youth, the school, 
the church. 

Breeds disease, brings disgrace, fosters crime. 

More is expended by one-third of the people for drinl^ 
than by all the people for clothing. 



RELIGIOUS ACTIVITIES 367 

The money spent for drink would pay all the expenses 
of the Government and give an old-age pension of $20 a 
month to all persons over 60 years of age. 

Nearly two hundred times as much is spent for liquor 
as is given by all churches for foreign missions. 

Twice as much for liquor as for bread. 

Can you imagine Christ as a bartender, a saloon- 
keeper, or renting His property for a saloon, or voting to 
perpetuate such a business? 

Lake Scenes in the Life of Jesus* 

The following five studies in the life of Christ are ex- 
ceedingly suggestive and practical : 

Studies i to 5 : Five Stories Told by the Lake Shore 

STUDY I. A Story About Soil— Maitt. 13: 1-9. 

What general facts about Jesus can you find in verses 

1-3? 

What did Jesus do? 

What is a parable? 

Name the different things mentioned in this story. 

For the purpose of the story, which was most impor- 
tant? 

What do the four conditions of soil represent? 

Which one would best represent most of us? 

Pass Word: Character. "As a boy thinketh in his 
heart, so is he." 

STUDY 2. A Story About Weeds—Matt. 13:24-30. 

What were tares? 

Whom did they represent? 

When were they discovered by the servants? 

Who was to blame for the weeds? 

What are weeds? 



* Printed by courtesy of the author, W. ^. Wones, Director Wisconsin State 
^amps. 



368 CAMP AND OUTING ACTIVITIES 

Pass Word: Sincerity. "Make me what they think I 
am." 

STUDY J. A Story About Some Leaven — Matt. 13:33. 

What is the difference between yeast and leaven? 
What did the woman do with the leaven? 
What was the result? 
What is the kingdom of heaven? 

Pass Word : Influence. "He that is wise winneth 
souls." 

STUDY 4. A Story About a Buried Treasure— UdLii. 
13 : 44- 

How did the man happen to find it? 

How did he feel? 

What did he do? 

Was that a square deal ? 

What does the treasure represent? 

Pass Word: Value. "The law of thy mouth is better 
unto me than thousands of gold and silver." 

STUDY 5. A Story About a Fish A^ef— Matt. 13:47-50. 

What is the difference between the Kingdom of Heaven 
in this story and in the story of the weeds? 

In the final reckoning what two kinds of fish were there 
in the net? 

What constitutes a good fish? 

Pass Word: Usefulness. Not only good, but good for 
something." 

STUDY 6. A Storm on the Lafe^— Mark 4:35-41- 

When did this happen? 

How did they happen to be there? 

What had Jesus done just after starting? Why? 

What happened on the way across the lake? 

How did the disciples feel? 

What di4 they say? 



RELIGIOUS ACTIVITIES 3^9 

What did Jesus do? 
Then what did He say? 
In our lives what does a storm represent? 
What is a temptation? 

What assurance can we take for ourselves from ,the 
story? 

Pass Word: Temptation. "He is able to help them 
that are tempted." 

STUDY 7. A Call for Fishermen— huke 5:1-11. 

Where was Jesus? Why was the crowd there? How 
did Jesus get a pulpit? After the talk what did He do? 
Why ? 

What was Peter's reply? 

What was the result of doing as Jesus directed? 

Then what did Peter say? Why? 

What was Jesus' reply? 

What was the call? 

What does it mean to catch men? 

What happened when they landed? 

What does it mean to forsake all? 

Pass Word: Service. "Unto every boy his work." 

STUDY 8. A Big Picnic— John 6:1-15; Com. Matt. 
14: 13-21; Mark 6:30-44; Luke 9: 10-17. 

What had happened just before this? Mark 6: 12, 25. 
What different names were given to the lake? 
Why were Jesus and His disciples there? 
Why Such a crowd there? 
What did Jesus do? Luke 9:11. 

Toward evening what did the disciples say? Luke 
9: 12. 

What did Jesus say? 

What was Andrew's reply? 

Describe the plan for feeding the crov^^d. 

Then what did Jesus say? 

What did the crowd do? 

What did Jesus do? Why? 



370 CAMP AND OUTING ACTIVITIES 

Pass Word: Organization. "He sent them out two 
and two." 

STUDY p. Two Men Walk on the Water— Md^ii. 14: 22- 
33. 

In the first few verses where was Jesus? Why? 

Where were the disciples? Why? 

Did Jesus know a storm was approaching? 

When did He go to the disciples? 

How did the disciples feel before He came? After 
thev saw Him? 

What did they do? 

What did Jesus say? 

What did Peter do? 

Did Peter expect to walk? 

What then happened to Peter? Why? 

What did Peter say? What did Jesus do and say? 

Pass Word: Faith. "All things are possible to him 
that believeth." 

STUDY 10. A Crazy Man on the Lake Shore— Msivk 
5 • 1-20. • . 

Describe the condition of the man. 

What did he do and say when he saw Jesus? 

What did Jesus say to him? 

Why did the people come out? 

What did they see? 

How did they feel toward Jesus? 

How did the man feel toward Jesus? 

What was his request? 

What was Jesus' reply? 

What was the result? 

Pass Word: Power. "1 can do all things through 
Christ who strengtheneth me." 

STUDY II. Fisherman's Luck— ]ohr\ 31 ; 1-17, 
Who went on this fishing trip? 
Where did they go? Why? 



RELIGIOUS ACTIVITIES 371 

Why did they go fishing? 

Was that a good thing to do under the circumstances? 

What luck did they have at first? 

About daylight what happened? 

Tell about the conversation. 
^ Then what luck? 

■ In the meantime, what had Jesus done? 
K What happened when they reached the shore? 
K After breakfast what took place? 
m' What was Jesus' question to Peter? 
P What was Peter's reply and then Jesus' response? 

Why was the question three times repeated? 

Why ask Peter this question? 

Pass Word: Devotion. "If ye love me, ye will keep 
my commandments." 

STUDY 12. Examination 

Give the pass word for each lesson, lesson subject be- 
ing given, or vice versa. 

What ideas concerning Jesus have you received from 
these studies? 

Which study was the most interesting? Why? 

What suggestions for your own benefit have you re- 
ceived from these studies? 

Daily Readings in the Great Guide Book for Boy 
Scouts'^ 

These daily readings have proved to be favorites espe- 
cially with the scouts in camps. 

Tenderfoot 
/. "Know the scout's laws and signs, and salute." 

1. Matt. 22:35-40. Of all laws, what two are most 

important? Why? 

2. Matt. 16:1-4. What did He mean by the "signs 

of the times"? 



* Printed by courtesy of the author, W. H. Wones, Director Wisconsin State 
Camps. 



372 CAMP AND OUTING ACTIVITIES 

3. Luke 1 : 21-23. What did the people learn by this 

man's signs? 

4. Phil. 4:21-23. Salute whom? Who were they? 

//. "Know the composition of the national flag and the 
right way to fly it." 

5. Psalm 20. Notice especially verse 5. What is 

suggested here as the right way to fly the flag? 

6. Num. 1 : 52 — 2 : 3. Of what flag would they have to 

know the composition ? 

///. "Knot tying." 

7. Matt. 4: 18-22. Who were tying knots? W^hat 

kind? 

The Scout's Oath 

/. "To do my duty to God and my country." 

8. Daniel 6: i-io. Why could and why could not 

Daniel's enemies find fault with him? 

//. "To help other people at all times." 

9. Matt. 12:9-13. When is it lawful to do good? 

10. Luke 10:35-37. What, according to this story, 

constitutes a good neighbor? 

11. Acts 10: 34-48. Notice especially verse 38. What 

is the summary of Jesus' life here given? 

///. "To obey the Scout Law." 

12. Joshua 1 : 7-9. Why should we obey the Law ? 

Second Class Scout 

/. "Have at least one month's service as a Tenderfoot." 

13. Joshua 1 : 1-5. What had Joshua done in prepara- 

tion for his new honors ? 

14. I Samuel 17:33-37. How had David prepared as 

a tenderfoot? 

//. "Elementary first aid and bandaging." 

15. Luke 10:30-34. Who rendered first aid? Why? 



RELIGIOUS ACTIVITIES 373 

///. ''Signaling/' 

16. I Samuel 20:17-22, 35-42. Who did the signal- 

ing? Why? 

IV. ''Tracking/' 

17. Ex. 14:8-10. Why did he track them? 

V. "Go a mile in twelve minutes at 'scout's pace.'" 

18. II Samuel 18:24-33. What news did those scouts 

bring? 

19. Acts 3:1-10. Why did this man go at "scout's 

pace" ? 

VI. "Lay and light a fire, not using more than two 

matches." 

20. I Kings 18:21-39. Here is a fire-lighting con- 

test without matches. Why did Elijah win? 

21. Acts 28: 1-6. What ideas do you get of Paul be- 

cause he kept the fire burning? 

VII. "Cook a quarter of a pound of meat and two pota- 

toes 7vithout cooking utensils other than the 
regulation billy." 

22. John 21 : 9-13. Why did Jesus make this fire and 

why did He use some fish just caught? 

VIII. "Have at least twenty- five cents in a savings 

bank." 

23. Luke 19: 12-26. Why was this man (verse 20) to 

blame ? 

IX. "Know the sixteen principal points of the compass." 

24. Acts 27:12-26; 28:12-13. What indications here 

that they knew the points of the compass? 

First Class Scout 

/. "Swim fifty yards." 

25. Acts 27:40-44. What indications here that Paul 

could swim fifty yards? 

//. "Must have fifty cents at least in the savings bank." 

26. Matt. 25 : 14-29. The smallest amount named here 



374 CAMP AND OUTING ACTIVITIES 

is more than fifty cents (nearly $3,000). The 
reward of the first two seems to have been the 
same. Why ? 

///. ''Signaling." 

27. Jer. 6:1. How and what were they told to sig- 

nal? 

28. Daniel 5 : 1-31. What was the signal here and 

stated in one sentence? "^hat did it mean? 

29. Ezk. 33:1-9. What would be the result if the 

watchman should fail to give the signal? 

IV. "Go on foot or row a boat alone to a point seven 

miles away and return again; or, if conveyed by 
any vehicle or animal, go to a distance of fifteen 
miles and back, and zvrite a short report of it." 

30. Num. 13: 17-33. Briefly, what was Caleb's report, 

and why did his so differ from others? See 
also Chap. 14: 6-10. 

31. Acts 8:26-40. Here Philip walks, runs and rides. 

Another man wrote the report. Why did Philip 
make the trip and what was accomplished by it? 

V. "Describe or show proper means for saving life in 

case of two of the following accidents: fire, 
drowning, runaway carriage, sezver gas, ice-, 
breaking, or bandage an injured patient or re- 
vive apparently drowned person." 

32. Matt. 14:22-33. Why did Peter need help and 

why could Jesus help him? 

VI. "Cook satisfactorily tzvo out of the following dishes, 

as may be directed: Porridge, bacon, hiinte/s 
stew; or skin and cook a rabbit, or pluck and 
cook a bird. Also make a damper of half a 
pound of flour, or a twist baked on a thick stick." 

33. I Kings 17:8-16. Why did the meal and oil last 

so long? 

34. II Kings 4:38-41. What saved these men from 

being poisoned? 



RELIGIOUS ACTIVITIES 375 

VII. ''Read a map correctly, and draw an intelligent 

rough sketch map. Point out a compass direc- 
tion without the help of a compass." 

35. Acts 27: 1-8. Of what part of the world could 

Luke (the writer) have probably drawn a rough 
sketch map? 

VIII. "Use an ax for felling or trimming light timber; 

or as an alternative produce an article of car- 
pentry or joinery or metal work made by himr- 
self satisfactorily." 

36. II Kings 6: 1-7. Why did Elisha not get excited 

about the ax head? 

IX. "Judge distance, size, numbers and Jieight within 

25 per cent error." 

37. Luke 14:25-35. What were these two examples 

of careful judging used to illustrate? 

38. Mark 6:30-44. Here are at least four careful 

estimates of numbers. Why was it important to 
make these? 

X. "Bring a tenderfoot trained by himself in the points 

required for a tenderfoot." 

39. Num. 27: 18-23. What was one reason for 

Joshua's great success in his personal life and 
work ? 

40. John 1 : 40-42. What did Andrew do for Peter 

before bringing him to Jesus? 

The Scout Law 

/. "A scout's honor is to be trusted." 

41. I Samuel 19: 1-7. At first thought, Jonathan 

might seem disloyal. Why was he not, and what 
shows his high sense of honor? 

//. "A scout is loyal to his country, his officers, his 
parents, and his employers." 

42. Esther 4: 13-17. How loyal was Esther? 

43. Luke 2 : 48-52. How does Jesus show loyalty to 

God and His parents? 



376 CAMP AND OUTING ACTIVITIES 

///. "A scout's duty is to he useful and to help others." 

44. Mark 2: i, 2. What five things did these four men 

do to help their friend? 

IV. ''A scout is a friend to all, and a brother to every 

other scout, no matter to what social class the 
other belongs." 

45. Acts 9: 17-19. What did Ananias have to do be- 

fore he could say "Brother Saul"? 

46. John 9 : 35-38. What had happened to this man 

just before Jesus here found him, and why did 
He find him? 

47. Luke 14: 12-14. What did Jesus mean to teach 

this man? 

48. Luke 18 : 9-14. What w^as wrong with this Phari- 

see? 

49. Luke 7:36-50. In disposition, what was the dif- 

ference between Jesus and this man Simon? 

50. Mark 9 : 33-37. What advice does Jesus give to 

help a person to avoid being a snob? 

V. ''A scout is courteous." 

51. Luke 18: 15-17. Who were not courteous, and 

why? 

VI. "A scout is a friend to animals." 

52. Luke 15:1-7. What here shows a man's great 

friendship for an animal? 

53. Psalm 84: 1-4. How was interest in birds shown? 

54. John 10: 1-16. What three things here mentioned 

show an oriental shepherd's love for his sheep? 

55. I Samuel 17: 12-16. Name one thing that pre- 

pared David for future greatness. 

VII. "A scout obeys orders of his parents, patrol leader, 

or scout master without question." 

56. John 2 : 1-8. What was the cause of success of 

this wedding feast? 

57. Jonah 3: i-io. Great failure and success came to 

Jonah when? 



RELIGIOUS ACTIVITIES 377 

VIII. "A scout smiles and whistles under all circum- 

stances." 

58. Phil. 4: io-20. What does Paul say that shows he 

could whistle under all circumstances? 

59. Frov. 15:13-19. What makes a person appear 

most cheerful? 

60. II Cor. 9:6-11. How should we give? Why? 

61. Acts 16: 25-34. Great good was done in the prison 
. that night. Why ? 

IX. "A scout is thrifty:' 

62. John 6:12-14. Jesus could easily provide plenty 

of bread. Why did He want them to save the 



pieces? 



The Scout Master 



6^. Matt. 23:8-12. What is the value of having this 
one supreme Scout Master? 

The U and I Fraternity 

The U and I Fraternity is a scheme to make practical 
and possible more definite personal work by the camp 
leaders with the campers, by making greater use of the 
friendships formed while in the camp. The compact is a 
very personal affair, and at the same time gives the boy 
a very definite program of work for the other fellow 
while in camp and after returning home. Its great value 
will be readily seen after a careful reading of the com- 
pact. The compact is printed in duplicate, each party 
keeping a copy and the pin given without charge. It 
will be readily seen that the pin will attract attention 
from the other campers that will no doubt lead to ques- 
tioning about it, and thus the approach and point of con- 
tact. Special notice should be given to the "Suggestions 
to Bear in Mind When Securing a New Member." 

U and I pins may be secured from the Boys' Division, 



378 CAMP AND OUTING ACTIVITIES 

Young Men's Christian Association, South Bend, Indi- 
ana, at very nominal cost. 
Following is the compact: 

The U and I Fraternity 

Realizing that there is a tremendous need for more 
positive Christian ideals among the men and boys of our 
city, in business, in school, in shops, and in factories, and 

Realizing that the best and happiest life is the one 
used, not all for self but for the betterment of others, and 

Realizing that every individual has a tremendous in- 
fluence, if he but desires to properly invest it, 

/ do this day make a solemn compact with U that from 
this time 

1. / will acknowledge Jesus Christ as my own personal 

Savior. 

2. I will be a more earnest seeker after Truth. 

3. / will be more friendly to all mankind as Christ was 

friendly. 

4. / will do my utmost to advance in true Christian 

manhood. 

5. I will stand everywhere and at all times for a single 

standard of purity. 

6. / will make my amusement program "only those 

pleasures that re-create." 

7. / will each week do at least one definite piece of 

friendly service for a fellow-man. 

8. / will get at least one other individual to make this 

same solemn compact with me, as / have with 
U. 

This compact I make with U is a solemn compact, 
any violation of which on the part of either of us we will 



RELIGIOUS ACTIVITIES 379 

consider a shameful thing, and utterly unworthy of a 
gentleman, and I 

Further agree that I will for at least one year wear 
my pin as a public acknowledgment to every other mem- 
ber of this fraternity that I am living every day, to the 
best of my ability, up to the terms of this compact, in 
spirit and in truth, and 

I further agree that of my own will and accord, if my 
daily living is not consistent with this sacred bond be- 
tween us, I will remove my pin. 

I Do Hereby Sign 
This Compact 

Between 



U, 



Name 



and 



I, 



Name 



God Witnessing Us This 

Day of , J9.... 

"I can do all things through Christ who strengthenath me." 



Suggestions 

To Bear in Mind When Securing New Members 

1. Be thoughtful in the selection of your man. 

2. That the primary object is to secure non-professing 

Christians for membership. 



38o 



CAMP AND OUTING ACTIVITIES 



3. That the plan should never be presented to a group 

but always to an individual. 

4. The compact should never be read to an individual 

until reasonably certain he will sign it. 

5. No one should be allowed to sign until he has given 

the matter careful consideration. 

6. That it is your sacred obligation to secure at least 

one new member. 




Sunday Morning Service 



A Sunday Baseball Game 

In order to observe the Sabbath appropriately in a 
boys' camp it is not necessary, as some suppose, to make 
the day a sanctimonious, unnatural, scared-to-move, or 
don't-you-dare-laugh sort of a day. God can be wor- 
shiped more to His liking with merry hearts and joyous 
lives than we have been wont to suppose. It is more 
fatal to have no activity than not to have the right sort 



RELIGIOUS ACTIVITIES 381 

of activity. There should most certainly be the hour of 
thoughtful, forceful devotion and inspiration, the quiet 
hour of reading and friendly comfort, but there can also 
be an hour of genial fun with an objective to it. 

The Bible baseball game is a first-rate Sunday activity, 
and is one that the boys, big and little, will enter into 
with satisfaction. There are two ways to play the game, 
but in both there are a few things of importance that 
are in common. 

Divide the camp — leaders and all — into two groups on 
Saturday, and choose the portion of the Bible to be used 
for the game, making it definite chapters or books, or the 
story of definite lives, events, and so forth. Have the 
captain of each side prepare a set of questions on the 
ground to be covered and submit them to the umpire, who 
will study them to see they are fair, to the point, and 
clear in meaning, throwing out all technical or catchy 
questions. 

Each side should then arrange their players in a bat- 
ting order in order to save time, for the one essential 
next to preparation is snap and life. The game must 
not be allowed to drag an instant. 

The first way is as follows : Place all the players of 
each side in a line — sitting, somewhere in the woods or 
on the lake shore. Choose a stump for the home-plate 
and allow the umpire to sit between the two groups. 
The first man up stands, and the captain of the opposing 
side asks him a question. He is given ten seconds to 
state his answer. If he fails, he is out, and three outs 
changes the inning, when the captain of the other side 
rises and asks his question. 

In case the question is answered to the. satisfaction of 
the umpire, it is declared a run. If three men go down 



382 CAMP AND OUTING ACTIVITIES 

on one question, the question must be changed, and the 
captain of the opposing team cannot open his inning with 
the same question that his three men went down on. 

The game proceeds until nine or twelve innings have 
been played. It is sure of success if you can get all the 
campers to read the passages to be used. For instance, 
make all questions on the life of Christ, as found in 
John, or the story of the creation, as found in Genesis. 
Many boys will surprise you, and leader after leader will 
often go down in defeat. 

The second way makes a more complicated game. A 
small diamond is marked off and bases placed. The 
questions are given out, as in the other game, only that 
a complete answer does not count a run but only a base. 
Each following player making a base automatically 
crowds the player ahead of him to the next base until one 
player is forced home. In case of three failures before 
a player is forced home, the inning closes with no score. 
This game develops team work, but care must be taken 
to make the questions simple and to keep the game snappy. 
I have known campers to be willing to play such a game 
a half day at a time. It has many good results. 

A Sunday Sing 

The thing that made the greatest impression on the 
lives of the boys of one camp was a simple Sunday even- 
ing service conducted on the lake. Just at twilight all the 
camp embarked in the boats and pulled out into the lake, 
where all. the boats were fastened together by passing a 
rope through the ring at the bow and drawing them all 
into a great circle. Anchors were all dropped over to 
hinder drifting,. and then, with the leadership of a grapha- 
phone, a mouth organ, or any instrument, the simplest and 



RELIGIOUS ACTIVITIES 383 

oldest hymns are sung, the water and the starry night 
adding wonderfully to the spirit of fellowship. The sing- 
ing is followed with a short-pointed talk, the telling of a 
good story, a prayer, and then the boats are cut adrift 
and all pull for camp, which is always marked by a lighted 
shore lantern. It is an excellent way to close a Sunday. 




Sunday Evening Service Afloat 

Where there is no lake or river, a mountain-top is just 
as good. The Denver boys hike many miles once a year, 
from their camp to Grand Lake, a mountain gem, usually 
reaching it by twilight. Having their meeting on the 
water, they return to the shore, camp all night, and re- 
turn to camp the following day. Many boys will testify 
that this trip was the best of the camp, because of the 
lake sing and meeting. 

A Sunday Debating Club 

As with all sorts of religious activity for boys, it must 
be wisely handled and carefully planned for, or it will 
lose largely its real benefit and fail to. be a genuine in- 
spiration to the boy. These debates make excellent activ- 
ity for a Sunday afternoon or evening. 

Hold the club out under the trees and do not make 
attendance compulsory. Conduct them in a reverent way, 



384 CAMP AND OUTING ACTIVITIES 

and the leader in charge should always at the close of the 
debate sum up the argument and apply it. If so con- 
ducted, nothing but good can come from a frank discus- 
sion of the following topics: 

Resolved: That it requires greater faith to believe the 
promises made to Abraham than those made to Noah. 
Gen. 5 : 28 through 25 : 8. 

Resolved: That there was more good than bad in the 
life of Jacob. Gen. 25:19 — 49. 

Resolved: That Jacob's desire for reconciliation with 
Esau was prompted by fear rather than love. Gen. 
32:1-23. 

Resolved: That Joseph's advancement in Egypt was 
due more to his native qualities than his unusual oppor- 
tunities. Gen. 2>7 — 47- 

Resolved: That Joshua was a greater general than 
Gideon. Ex. 17:3-13; Num. 13:17 — 14:10, and 27:18- 
22,; Deut. 31 : 14-23; Josh, i — 24. 

Resolved: That David was a more admirable charac- 
ter than Moses. 

Resolved: That Samuel was of more value to the na- 
tion than any of the judges preceding him. Judges, 
I Sam. I — 25. 

Resolved: That David's grief for Absalom was an 
indication of weakness rather than of strength. II Sam. 
18—19:8. 

Resolved: That the good influence of Solomon's 
words was greater than the evil influence of his life. 
I Kings I — 11; Prov., Eccles., S. of Sol. 

Resolved: That Elijah was a greater prophet than 
Elisha. I Kings 17; II Kings 13:25. 

Resolved: That Elisha's punishment of Gehazi was 
more severe than his offense warranted. II Kings 
5 ••15-27. 



RELIGIOUS ACTIVITIES 385 

Resolved: That Isaiah was the greatest of Hebrew- 
poets. 

Resolved: That Daniel was an abler statesman than 
Nehemiah. Dan. Xeh. 

Resolved: That Nicodemus came to Jesus by night 
because he feared to seek Him openly. John 3:1-21; 
7-45-53; 19:38-42. 

Resolved: That the miracles of Jesus exerted a 
greater influence than His parables. INIatt. Mark. Luke. 
John. 

Resolved: That Judas was a better man than Pilate. 

Resolved: That there was more to be commended 
than condemned in the life of Peter. Mark; Acts. 

Resolved: That Paul was of greater service than 
Peter to the early church. Acts 8 — 28:31. 

Resolved: That Paul accomplished more through his 
writings than by his missionary journeys. Acts 8 — 
28:31; Romans through Hebrews. 

Resolved: That Paul was the greatest missionary of 
the Christian church. 

Resolved: That the principles on which our govern- 
ment is founded can be traced back to the life of Christ. 



Suggestive Topics for Camp Talks 

Cooperation, or Helping Others. 
Fellowship, or Getting Together. 
Honor, or Winning Out. 
Determination — He can who thinks he can. 
Obedience, or True Liberty. 
Control, or Self Mastery. 
Achievement, or the Joy of Doing. 
Forgiveness, or Pardonable Forgetting. 



386 CAMP AND OUTING ACTIVITIES 

Unselfishness, or Worth While Sacrifice. 

Purity, or Thought Determines Action. 

Decision, or Christian Ideals. 

Truthfulness, or Our Word as Good as Our Bond. 

Work, or the Dignity oi Labor. 

Cheerfulness, or the Value of a Smile. 

Promptness, or Doing It Now. 

Patience, or the Waiting Virtue. 

Courage, or Daring the Right. 

— H. W. Gibson. 

For Bible texts for the above use good Concordance 
or Topical Bible. The People's Bible Dictionary is also 
very helpful. 

Suggestive Camp Bible Studies and References 

Sparrows. Luke 2:6, 7; Matt. 6:26; Matt. 10:29-31. 

The Spring. Isa. 41 : 18; Psa. i : 3. 

Mount Hermon. Mark 9 : 2-9. 

The Wind. Luke 8 : 22-25. 

The Vine. John 15:1-17. 

The Clouds. Ex. 16: 10; Isa. 44:22; Psa. 36:5. 

The Oxen. Psa. 144: 14; Matt. 11:28-30; Ex. 23:4. 

The Harvest. Matt. 9:37, 38; Eccles. 11:6. 

The Hills. Luke 6: 12; Matt. 6: 6-15. 

The Storms. Matt. 8:23-27. 

The Stars. Gen. i : 16-19. 

A Night on the Lake. Mark 6:45-56. 

A Day's Fishing. John 21 : 1-14. 

A Night on a Mountain. Luke 9 : 28-36. 

The Camp Fire. John 21 : 15-17. 

The Water. Job 24: 18; John 4: 14. 



RELIGIOUS ACTIVITIES 387 

A Voyage. Acts 27: 1-13. 

In a Cave. Psa. 142: 1-7. 

A Burning Bush. Ex. 3 : 1-6. 

The Thunderstorm. Psa. 29: i-ii. 

Weeds. Matt. 13 : 24-36. 

The Trees. Matt. 7: 16-20; Prov. 3: 18. 

The Rocks. Matt. 7 : 24-27. 

The Wind. Ezk. 37:9; John 3:8; Acts 2 : 2. 

The Well. II Peter 2: 17. 

The Threshing. Isa. 21 : 10; Jer. 51 : 33. 

Food. Matt. 12:34-36; Luke 6:45; Phil. 4:8. 

The Tents. Gen. 4:20; Isa. 4:6; Isa. 40:22. 

The Sun. Psalm 84:11. 

The Sheep. Matt. 25 : 32, 33. 

The Grass. Psa. 90:5, 6; Psa. 103:15; I Pet. 1:24. 

The River. Isa. 32:2; Jno. 1:16. 

The Rain. Psa. 68 : 9 ; Psa. 84 : 6 ; Ezk. 34 : 26. 

Night. Romans 13:12. 

The Bee. Judges 14:8; Psa. 118: 12; Isa. 7: 18. 

The Caterpillar. Psa. 78 : 46 ; Isa. 33 : 4. 

The Beetle. Lev. 11:22. 

The Fish Worm. Job 25:6; Micah 7:17. 

The Fly. Ex. 8 : 22 ; Ezk. 10:1; Isa. 7 : 18. 

The Grasshopper. Lev. 1 1 : 22 ; Judges 6:5; Job 39 : 20. 

The Moth. Job 4: 19; Job 27: 18; Isa. 50:9. 

The Spider. Job 8: 14; Prov. 30:28. 

The Birds. Matt. 10:29-31; Luke 12:24. 

The Ant. Prov. 6:6-8; Prov. 30:25. 

The above may be elaborated as extensively as de- 
sired. The following elaborated lessons are merely sug- 
gestive of what may be done with such topics. 



388. CAMP AND OUTING ACTIVITIES 

Tent Life — Gen. 4:20; Acts 18:3 
(Meeting place, in one of the tents) 

1. Inventor and manufacturer. 

a. Invented by Jabal. Gen. 4 : 20. 

b. Made by Paul. Acts 18:3. 

2. Materials used — goats' hair, skins, cloth, canvas, 

boughs of trees. 

3. An advance party. Deut. i : 33. 

4. How and where tents were pitched. 

a. Stakes and cords. Isa. 54:2. 

b. In order. Num. i : 52. 

c. Under trees. Gen. 18:1, 4. 

d. Near water. Gen. 13: 10, 12; 26: 17, 18. 

e. On house tops. II Sam. 16:22. 

5. How used. 

a. As dwellings. Gen. 12:8. 

b. For worship. Ex. 33 : 8, 10. 

c. By shepherds. Jer. 6:3. 

d. For cattle. II Chron. 14:15. 
'e. For w^ar. I Sam. 4: 10. 

6. Lessons. 

a. A place of pleasure. Psa. 16: II. 

b. A place of shelter. Isa. 4:6. 

c. A place of rest. Matt. 11:28. 

The Ant— Prov. 6:6-8; Prov. 30:25 
(Place of meeting, around, an ant hill) 

1. Industrious. 

2. Prudent. Provide for future. Matt. 6:19, 20. 

3. Systematic. Their labor in building nest is well 

divided, various bodies of them undertaking 
various parts of the work. 



RELIGIOUS ACTIVITIES 389 

4. Economical. In carefully destroying the germ por- 

tion of the seeds of corn which they lay up for 
the future. 

5. Orderly. Live in large communities, orderly man- 

ner in which they dwell together. 



The Stars — Gen. i : 16-19 
(Place of meeting, out under the stars) 
*'And He made the stars also." Gen. i : 16. 

1. The stars came near being left out of the story — 

a. So small compared to sun and moon. 

b. Stars the common folks — the "alsos." 

2. Their great importance, even if small — 

a. Dangers of a black night. 

b. The value of North Star. 

c. Each star a part of a great whole. 

d. Millions of stars in the milky way. 

e. Lumber supply from ordinary trees — not 

California redwoods. 

f. Springs make the ocean. 

3. Marvelous power in small things — 

a. Tugboats pull great ships to harbor. 

b. Safety in tiny eye of lighthouse. 

c. Power of tiny seeds growing to crack cliffs. 

Lesson : 

1. Quality, not size, to be desired. 

2. The lowdy Christ^His work. 

3. Parable of the talents. 

Our Food— Matt. 12:34-36; Phil. 4:8; Luke 6:45 

{Place of meeting, around a campfire after supper] 

"Tell me what you eat, I'll tell you what you are." 



390 CAMP AND OUTING ACTIVITIES 

I. Three selves to feed — • 

a. Stomach^ 

b. Mind IHow related 

c. Spirit J 

A. Stomach 

I. Effects of food 

a. Reasons for strength. 

b. Reasons for indigestion. 

c. Reasons for starvation. 

B. Mind 

I. Effects of thoughts 

a. Reasons for brains 

b. Reasons for "indigestion." 

c. Reasons for "starvation.'* 

C. Spirit 

I. Effects of ambition 

a. Reasons for power. 

b. Reasons for "indigestion." 

c. Reasons for ''starvation." 

Lessons: 

1. National characteristics determined by what people 

"eat," mentally, morally, spiritually. 

2. Birds colored by food they eat. 

3. Story of Great Stone Face. 

4. A study of Christ's "food." 

Rocks — Matt. 7 : 24-27 
(Hold meeting on or near big rock) 
A plan of humanity in rocks: 

1. Valuable Rocks — successful character. 

2. Valueless Rocks — a failure in character. 

I. Valuable Rocks — 

a. Solid, sound, hard, lasting. 

b. Gems — all have to be "ground." 

c. Must be able to stand severe tests. 



RELIGIOUS ACTIVITIES 39i 

2. Valueless Rocks — 

a. Black and smutty — good only to burn. 

b. White with black spots. 

c. Sound with decayed spots. 

d. Yellow stands for coward. 

e. Red has always stood for sin. 

f. Queer shaped — cut by winds of prejudice 

and ignorance. 

g. Disintegrating rocks — where found and 

cause; value. 
h. Ores — all have to be burned to get value. 

But (Psalm 118:22, 23) every stone has possibilities 
in it, if it will submit to the hand of a Master Builder. 

Trees — Matt. 7:16-20; Prov. 3:18 

{Hold session in the woods where "all sorts and condi- 
tions of trees'' may be viezved) 

Trees much like men, and teach many lessons. 
God taught such lessons in trees and nature so the 
primitive peoples could see. 

They were God's parables to His people. 

1. Things that make a perfect tree — 

a. Room, air, light, 

b. Roots, water, sunshine, soil, 

c. Wind, and change of seasons, 

d. Pruning and cultivation. 

(All the above true of a boy) 

2. Trees that stand on every side as warnings — 

a. Crooked, weak trees. 

b. Hollow trees. 

c. Insect-infected trees. 

d. Fungus-covered trees. 

e. Girdled trees — sap cut off. 

3. Trees that stand on every side as inspirations — 

a. Straight and symmetrical. 

b. Shelter for birds. 



392 CAMP AND OUTING ACTIVITIES 

c. Perfect fruit. 

d. Persistent trees. 

e. Well-rooted trees. 

Lesson : 

The wonderful results of grafting by a Master Gar- 
dener. 

*'By their fruits ye shall know them.'* 

Jesus in the Mountains * 

This course has been used in many camps located in 
the hills or mountains the country over. 'To relate Christ 
to the daily sights, sounds, and acts of the average boy 
is to make Him real, and this is surely an act well worth 
cultivation." The above explains the practical value of 
the following little studies: 

Lesson I 

Jesus at home in the mountains. Luke 2: 39, 40, 51, 52. 
Nazareth a mountain town. Luke 4 : 29. 

1. Name other mountainous countries besides Pales- 

tine. (Greece, Switzerland, Japan, Colorado.) 

2. What kind of men are the mountain dwellers? 

(Strong, simple, frank, rough, active, free.) 

3. What facts of Jesus' boyhood are told in these 

verses? (Obedience, all-round growth, popu- 
larity.) 

4. What is the best foundation for popularity? 

Advantages of the mountains: 
Nearness to God's world. 
Nearness to God's sky. 
Nearness to God Himself. 
Distance from temptations. 



* Prepared by Lester McLain for the Boys* Camp of the Colorado Springs 
Young Men's Christian Association. 



RELIGIOUS ACTIVITIES 393 

Distance from evil associations. 
Distance from my old self. 

5. Can I grow as Jesus did, during- this mountain va- 
cation, in body, mind, and spirit? 

Password: "I will lift up mine eyes unto the hills 
from whence cometh my help." 

Lesson II 
Jesus tempted on a mountain. TvTatthew 4: i-ii. 

1. What was the first wrong thing Jesus was tempted 

to do? 

(To use his strength selfishly.) 

2. What was the second? 

(To show off for popularity.) 

3. What was the third? 

(To forget His Father.) 

4. How early did Jesus make up His mind not to live 

for Himself? 

5. Does He ask as much of us? 

Password: 'Tf any man would come after me let him 
deny himself." 

Lesson HI 

Jesus choosing friends in the mountains. Luke 6:12- 
19; Mark 3: 13, 14. 

Importance of this choice of friends, His assbciates, 
defenders, pupils, representatives, successors. 

Importance of our choice of friends: the sure test of 
character, the making of character. 

1. How did Jesus make ready to choose His friends? 

Luke 6: 12. 

2. Does God approve of my friends? 

3. What was Jesus' purpose in choosing friends? 

4. Am I helping or hurting my friends?_ 



394 CAMP AND OUTING ACTIVITIES 

5. Can I count myself a friend of Jesus? 

Password: "Ye are my friends if ye do whatsoever I 
command you." 

Lesson IV 

Jesus teaching in the mountains. Luke 6:20-49. 

Luke has condensed the sermon on the mount. 

Find out what Jesus teaches on — 

1. How to be happy, verses 20-26. 

(Not by seeking money, comfort, fun for my sake, 
but by willingness to give up anything for His 
sake.) 

2. How to treat others, verses 27, 28. 

(Kindly, patiently, mercifully, charitably, gener- 
ously.) 

3. How to treat yourself, verses 39-46. 

(Know yourself, watch yourself, correct yourself.) 

4. How to treat Jesus Christ. 
(Obediently.) 

Password: "Lord, teach us." 

Lesson V 
Jesus resting in the mountains. Mark 6 : 30-44. 

1. Why did Jesus need a vacation? Mark 6:31. 

2. Did He take a vacation from religion and God? 

3. Did He stop helping men? 

4. How can a fellow use his summer vacation? 
(First, to keep close to God; second, to help the 

other fellow.) 

Password: "Do all to the glory of God." 

Lesson VI 
Jesus confessed in the mountains. Matt. 16: 13-20. 
Jesus has gone away from the crowds into the moun- 



RELIGIOUS ACTIVITIES 395 

talnous country northwest of the lake, near the source of 
the Jordan. 

1. Who did people generally think Jesus was? 

2. Who spoke up for disciples? 

3. What did he call Jesus? 

4. How do you think he knew? 

5. In what respect was Peter like a rock? 

Lessons on Confessing Christ: 

Peter was regardless of others' opinions, sincere, un- 
hesitating, firm. 

6. Is this my opportunity to confess Christ? 

Password: "He that confesseth me before men, him 
will I also confess before my Father which is in heaven." 

Lesson VII 
Jesus meeting God in the mountains. Luke 9 : 28-36. 

1. Who were Jesus' most intimate friends? 

2. For what purpose did He go to the mountains? 

"Jesus was always praying when He heard from 
home." 

3. How was Jesus different from other men ? 

4. What gives Him a right to teach us — 

of God's will? (He obeyed it.) 

of God's character, love. (He lived it.) ' 

of God's home for us. (He came from it.) 

5. Could God say of me now, "My beloved son"? 
Password: "Now we are the sons of God." 

Lesson VIII 

Jesus suffering on the Mount of Olives, Mark 
14: 26-42. 

Describe the mountain. 



396 CAMP AND OUTING ACTIVITIES 

1. What men does Jesus ask to share His struggles? 

2. Should a friend share his hard times, or only his 

good times, with his friends? 

3. Who promised to stand by Jesus? 

4. What would it mean for a boy to stand by Jesus 

Christ? 

5. What did Peter fail to do that Jesus asked of him? 

6. What do you think made Jesus suffer so? 

7. What can we do when something hard comes to us 
which we do not understand? 

Password: 'Thy will be done." 

Lesson IX 

Jesus betrayed and deserted on the Mount of Olives. 
Mark 14:43-50. 

Faithlessness in little things leads to faithlessness in 
larger things. They slept when He asked for sympathy. 

I. Who betrayed Jesus? 



How did he do it? 

What for? 

Which of His friends stood for Jesus? 

How can we be disloyal to Him? 

Password: "Though we are faithless he abideth faith- 
ful/' 

Lesson X 

Jesus put to death on the Mount of the Skull. Mark 
15:22-39. 

1. Who caused Jesus to be put to death? 

2. Who else was executed at the same time? 

3. Who mocked Him? 



RELIGIOUS ACTIVITIES 397 

4. When religious people, like the priests, do wrong, 

shall we blame religion? 

5. Who saw the real character of Jesus when He was . 

dying? 

6. For whom did Jesus Christ die? 

Password: "Greater love hath no man than this that a 
man lay down his life for his friends." 

Lesson XI 
Jesus says good-bye on a mountain. Matt. 28:16-20. 

1. How did Jesus, having died, come to be on earth 

again ? 

2. For how long was He on earth after His death? 

3. Where did he say good-bye? 

4. What does "good-bye" mean? (God be with you.) 

His command (vs. 19) means "Go and make 
friends for me." 

5. How can a fellow introduce his friends to Jesus 

Christ and tc His Father? 

Password: "Lo, I am with you always, even to the end 
of the world." 

Tent Devotion Topics 

To be led by the boys themselves. 

A Great Keeper. Psalm 121 : 1-8. 

Addition. I Peter 2:1-11. 

All Together. I Cor. 12:1-31. 

Avoid It. Eph. 5 : 1-20. 

Beginnings. John i : 1-14. 

Body, Mind and Spirit. Romans 12 : 1-21. 

Brotherhood That is Real. I Cor. 13 : 1-13. 

Christ in All Things. Col. i : 1-23. jf 

Christ's Prayer. John 17:1-26, 



398 CAMP AND OUTING ACTIVITIES 

Courage. Joshua i : 1-18. 
Fight the Good Fight. I Tim. 5:11-20. 
■ Flesh and Fruit. Gal. 5 : 16-25. 
Foundations. Luke 6 : 46-49. 
Gain and Loss. Phil. 3:1-21. 
Help the Other Fellow. Gal. 6: 1-12, 
How to Pray. Luke 11 : 1-13. 
Hypocrites. Luke 6 : 39-45. 
I Can Do. Phil. 4 : 8-20. 
Important Introductions. John i : 29-49. 
Moral — But. Matt. 19:16-29. 
Record of Faithful. Heb. 11:1-40. 
Remember Jesus Christ. II Tim. 2:1-15. 
Right Minority. Numbers 13 : 1-35. 
Special Prayer. Eph. 3 : 14-20. 
Talents. Matt. 25 : 14-44. 
Temptation — Why? James 1:1-20. 
The Race. Heb. 12:1-13. 
Wisdom. Prov. 3:1-35. 
What to Do. Eph. 5: 1-21. 
Whole Armor. Eph. 6: 10-26. 

— Arthur N. Cotton. 

Camp Hymnals 

Every camp should have some sort of hymnal, and for 
most camps the book should be small and inexpensive. 
The following books have proved satisfactory: "The 
Boys' Hymnal" (10 cents); "The Billy Sunday Song 
Book"; "Church Hymns and Gospel Songs"; "Winona 
Hymns." 



RELIGIOUS ACTIVITIES 399 

Reference Books for Camp Bible Studies 

"Trees and Plants Mentioned in the Bible," Groser. 
"Animals of the Bible," H. C. Hart. 
"Domestic Animals of the Bible," J. G. Wood. 
"Birds of the Bible," J. G. Wood. 
"Parables from Nature," M. S. Gatty. 
"Lessons from Life," H. Macmillan. 
"Christ in Everyday Life," Dean Bosworth. 
"Paul in Everyday Life," John Douglas Adam. 
"The Manhood of the Master," Harry Emerson Fos- 
dick. 

Stories That Have a Religious Value 

Taking advantage of the boys' natural love for a good 
story, it has proven highly satisfactory in many camps 
to now and then substitute a story for a regular religious 
service. It is best to have it told, provided you have a 
man who can tell it well; otherwise read it. Do not risk 
the point and real value by poor telling. Following are 
some that will insure interest and prove helpful : 

"The Story of the Other Wise Man," Henry Van Dyke. 

"The Blue Flower," Henry Van Dyke. 

"The Source," Henry Van Dyke (From "The Blue 
Flower"). 

"The Lost Word," Henry Van Dyke. 

"Spy Rock," Henry Van Dyke (From "The Blue 
Flower"). 

"The First Christmas Tree," Henry Van Dyke. 

"The Reward of Virtue," Henry Van Dyke (From 
"The Ruling Passion"). 

"A Year of Nobility," Henry Van Dyke (From "The 
Ruling Passion"). 



400 CAMP AND OUTING ACTIVITIES 

"The Lost Boy," Henry Van Dyke. 

"Servants of the King,*' Robert Speer. (Short stories.) 

"Remember Jesus Christ," Robert Speer. 

"Story of Dan McDonald," G. W. Hinckley. 

"How Men Found the Great Spirit," H. M. Burr. 
(From "Around the Fire.") 

"The Reformation of Juke," F. H. Cheley. (From 
"Told by the Campfire.") 

Suggestive Thoughts for Camp Talks from Clip- 
pings 

A Refresh ixNG Spring 

Tramping through the woods on a hot day we gladly 
climb until we are weary and out of breath that we may 
obtain a drink from a spring at its very source, where 
the pure water gushes out from the rock. The waters 
of the stream below may be muddy because they are 
mixed with the soil over which they flow; but at the 
source we know they are pure. Yet how many there are 
who judge the Water of Life by its muddy current as it 
flows through the imperfect lives of Christians, and are 
discouraged from seeking its pure source in Christ in 
order that they may find refreshment. It is some trouble 
to climb, it is some trouble to study the Bible, and make 
an effort to apply its words, but that is the only way to 
get the pure Water of Life. — Foreword. 

Christ and Nature 

Jesus, with the sick crowding for His healing, and the 
ignorant needing His teaching, with His enemies seeking 
to entrap Him and His mighty mission pressing upon His 



RELIGIOUS ACTIVITIES 401 

heart, still had time and thought for the beautiful world 
of nature round Him. He noticed the lilies of the field, 
the birds in their carefree life, the ripening of the har- 
vests, and the winds that swept over sea and shore. He 
lived largely out of doors, and gathered His parables and 
illustrations from the natural things about Him. Surely 
we need not be so busy as to hasten to our daily toil with 
no thought for the beauty of the morning, and turn to our 
rest at night without a glance at the starry sky in its 
wonder and glory. Nature is a marvelous teacher for 
those who will listen, a wondrous healer for tired souls 
and bodies that yield to her soothing touch. 

An Unequal Match 

Acts 11:1-18. Peter puts a conundrum; can you an- 
swer it? "What was I that I should withstand God?'* 
Peter knew that confession was better than cowardice, 
and that submission was better than stubbornness — he had 
tried both. Still, there are shallow-pated souls who can 
make an arc light, who will strut as if they had created 
the sun. Build up a brick pile and blow about it as if 
they had piled up the mighty mountain ranges. A skeptic 
got on a high rock and shook his fist in the face of 
heaven and said: "I defy God." He kept his mouth 
open a little too long — a little gnat came along and lodged 
in his windpipe and choked him to death. He had met 
his match at last. I am afraid the scientists will over- 
turn religion — I am also afraid they will build a tall 
ladder and blow out the sun. There is little hope for 
the fellow who has not sense enough to get into a cyclone 
cellar — he may think it is fearless to expose himself, The 
world spells it fool, — Bull's Notes, 



402 CAMP AND OUTING ACTIVITIES 

Unrestrained and Rudderless 

Read Colossians 3:8-11. 

James suggests the reckless, untamed tongue is like a 
runaway horse or a rudderless ship. Neither can make 
the hell of havoc created by careless conversation. Look 
at: 

The Egotistic Tongue, disgusting everyone by directing 
every subject to himself. 

The Sarcastic Tongue, tearing the flesh like the fangs 
of a hyena. 

The Tainted Tongue, polluting the atmosphere by its 
sulphurous smoke, and running over the soil like a stream 
of lava, leaving ashes in its wake. 

The Boasting Tongue — hear him prattle about "putting 
over one of the biggest deals in the country" — then going 
home to press his pants between the mattresses. 

The Lying Tongue, which means death to organized 
society and destruction of domestic and commercial con- 
fidence. 

Get down on your knees and pray God for Christ's con- 
trol of this center of power. — Bull's Notes. 

What Mother Thinks 

"Say, fellers, let me tell yer, 

I'd be happy as a clam 
If I only was the feller 

That my mother thinks I am. 
She thinks I am a wonder 

And knows her little lad 
Could never mix with nothin* 

That's ugly, mean or bad. 
And lots o' times I sit and think 

How nice 'twould be, gee whiz, 
If a feller was the feller 

That his mother thinks he is." 



RELIGIOUS ACTIVITIES 403 

Ideas of Gods 

There was one great difference between the gods o£ 
the old Greek world and the Hebrew idea of God. The 
Greek gods were idlers. They sat on Olympus, sipped 
nectar, drank ambrosia, indulged themselves in all kinds 
of human passions to such an extent that the Greeks in 
later times were ashamed of their gods. The Hebrew 
idea of God was that the Hebrew God was a worker. In 
Genesis the story is told of how God labored six days 
and rested the seventh, "and God made man in His own 
image." God himself worked and he considered that 
man should work. Have you ever thought that Jesus 
was a carpenter? He did not have a classical education, 
but worked with His hands. — Exchange. 

The Law and the Life 

Romans 2:13. See if you can't get more of God's 
law from your head into your habits. Not only read but 
rehearse these revelations. I would like to see Sinai on 
the streets and the Beatitudes humanly bound. They look 
all right in leather, but we want them in life. They read 
well on paper, but they revolutionize things in practice. 
We make of each day a kind of scriptural sandwich. We 
read the Scriptures in the morning, then again at night, 
and sandwich the sins of the day between the two. The 
top and bottom are all right, but I am afraid we make 
them cover up too much. How about the middle? 

Not what we eat but what we digest builds the body. 
Not what we learn but what we live makes the life. "He 
that heareth these sayings of mine and doeth them is 
like a man who builded his house upon a rock." — Bull's 
Notes. 



404 CAMP AND OUTING ACTIVITIES 

Other People's Faults 

Romans 2 : 1-3. We are pretty familiar with them. 
The last boy in camp we get acquainted with is the one 
under our own hats. Paul's proposition is that it is a 
sight easier to make a good judgment than to make good. 
Before we hunt up the heathen, suppose we start at home. 
Now, to judge another man is a presumption of piety on 
your part. It is an assumption of appointment by God. 
It withdraws attention from your own defects. It keeps 
you too busy to attend to your own business — and while 
condemning others you have been damning yourself. In 
Jamaica all the yards are wonderfully clean — each man 
sweeps in front of his own door. Every judgment im- 
plies a knowledge of the right. Kindly step in the scales 
— or shut up. "Who art thou that judgest another man?" 
— Bull's Notes. 

Only a Seed 

Nature has many wondrous treasures, but all her great 
storehouse holds no gems so valuable as the seeds which 
perpetuate all vegetable life. The great forests, the 
grasses that carpet the earth, the flowers in their endless 
variety, the fruits and grains that spread man's table, 
spring each and all from the seeds that drop into the 
earth. So prolific are they, so sure to find lodgment and 
growth somewhere, that the disappearance of any plant 
species is said to be one of the rarest of phenomena. And 
no less marvelous than the endless production of the 
seeds are the means by which they are distributed every- 
where. The winds scatter them in all directions, the 
birds of the air carry them in their flight, every stream 
bears them on its bosom — tiny, countless seeds, each 



RELIGIOUS ACTIVITIES 405 

bearing with it that strange secret that no microscope 
can reveal, no scientist explain, no man create — life. 

The thought gives new meaning and new promise to 
the saying of our Lord when He spoke of the growth of 
His spiritual kingdom, "The seed is the word of God." 
The gospel of His love is more than a creed or a philos- 
ophy. It has within it the potency of life, and like the 
seed it is scattered everywhere. Every ship carries it, 
every new invention spreads it, even its enemies bear it 
to the ends of the earth, and the humblest life that is in 
any way striving toward the truth and right is sowing it 
broadcast. He who takes care of the seed in all His 
kingdoms will see to it that this. shall yet cover the earth 
with glory and beauty. — Foreword. 

Straight and Strong 

Rom. 9:1, 2. Straight and Strong is the opening sen- 
tence, 'T lie not." We are a nation of liars. Sometimes 
chaste in body and wanton in words. A little list of liars: 

The boasting liar, who overstates his accumulations, 
his ability, his acquaintances, his activities. Celebrated 
people. "Oh, yes, I know them intimately." Liar ! He 
has only a chance introduction. He conducted a meeting 
where he got a frost, and reports it like a Pentecostal 
fire. Glorious ! Speak straight. Say you only have so 
much, or you scarcely know the great man, or the service 
was a drag. 

The malicious liar, who tells an unkind thing — plus the 
poison of his own personality. 

The cowardly liar, who, from fear of reproof, will stand 
from under a responsibility. Tell the truth and take it 
like a man. 



4o6 . CAMP AND OUTING ACTIVITIES 

The petty prevaricator, who explains that he failed to 
keep an engagement because he was ill, or out of town, or 
thought it was Tuesday when it was Wednesday. Say, 
*T am sorry, but I simply forgot it." It takes the power 
of the Triune God to make a liar truthful. Chastity in 
conversation, brethren. "All liars shall have their part 
in the lake that burneth with fire." — Bull's Notes. 

Your Face Value 

Matt. 16:13 — I?- 13- Your face value is your letter 
of credit. As Jesus prayed and held conversation with 
heaven it was reflected in His face. The transfigured 
face can only come from the transformed life. God 
writes an exceedingly legible hand, and every man is a 
living epistle. It is impossible for a man to spend his 
time in the pit and feed the mind on trash, and then come 
out looking like he had been in paradise with the seraphs. 
Yet a bulb may be buried in the mud and be fed from 
God's sources of life, and soon the world will see the fair 
form and face of the lily; and the delicate, curled lips 
will say, *T have been with God in secret." We have no 
right to ask the world to take us at anything other than 
our face value. Companionship with Christ gives a clear, 
clean countenance. "Ye are living epistles, known and 
read of all men." — Bull's Notes. 

His Medals of Honor 

Col. 1 : 24-29. His medals of honor were the scars 
gotten in their service. Every rebuff was a badge of 
honor, the lictor's lash He took as cheerfully as other 
men take laurels. The dungeon was a distinction and 
every inconvenience an inspiration. And yet we call our- 



kELIGIOUS ACTIVITIES 407 

selves "Soldiers of Christ" ! Pretty, painted soldiers, 
who have not done enough fighting to get the paint 
scratched off. Honor bright, can you show a scar, got- 
ten in an actual engagement? I don't mean a flesh 
wound; but a spirit stab while serving the Savior. I 
have gotten one "cussing" that I accepted as proudly as 
a coronation. Well, I had rather bear a battered shield 
than one that was suspiciously shiny. One speaks of the 
field of glory — the other of a glass case. "So persecuted 
they the prophets which were before you." — Bull's Notes. 

Contact 

Electricians tell us that full power can only flow along 
the wire under two conditions — perfect insulation and 
unbroken contact. Insulation is separation from what 
hinders, contact means close union. The conveyance of 
heavenly power to the soul calls for the same conditions 
— separation from things that hinder and distract and 
close union with God. There can be no strong Christian 
life without both insulation and contact. — Exchange. 

Convinced 

A learned professor was asked to determine scien- 
tifically whether or not alcohol was injurious to the sys- 
tem. He tried it on a kitten. The instinct of the animal 
rebelled against the experiment. The professor poured a 
little of the liquor, mixed with milk, down the kitten's 
throat each day. After ten days the kitten stopped play- 
ing. It stopped growing, it took no interest in keeping 
its fur clean like the other kittens, it lost all energy in 
getting after mice, it showed no dislike for dogs. It 
would neither work nor play, all energy and enterprise 



4o8 CAMP AND OUTING ACTIVITIES 

were lost. It was just a little, dirty, drunken animal. I 
wonder why the professor made the experiment? He 
could have seen the same thing hanging around any sa- 
loon. Why degrade a perfectly good kitten? — Bull's 
Notes. 

How About You? 

There is a story of an old elder in a church of Scot- 
land that he was sure to settle himself comfortably when 
the sermon began, and sleep all through the service unless 
a stranger occupied the pulpit. In the latter case he was 
observed to be wide awake. When questioned in regard 
to his peculiar habit, he explained that with his "own 
meenister the doctrine was sure to be sound, ye ken," 
but with anyone else it was necessary to stay awake and 
watch for heresies. Wide awake to watch for flaws, but 
not particularly interested in pure and simple worship is, 
alas, a style of church-going not confined to Scotland. — 
Exchange. 

A Good Job 

The other day a policeman arrested a suspicious-look- 
ing old woman. He saw her stoop and pick up some- 
thing. He thought it was a pocketbook, and he watched 
her put it in her apron. Coming up, he asked: "Well, 
what is that you have in your apron?" The old woman 
replied: "I was just picking up some pieces of broken 
bottle; I thought the glass might cut the children's feet." 
You may know of a more angelic job than that of pick- 
ing out of the path of the little ones bottles and every- 
thing else that would hurt them. I know of nothing 
bigger. 



RELIGIOUS ACTIVITIES 409 

Magnets 

We are magnets, whether \vc will it or not, and draw 
out that which is best or worst in those with whom we 
have to do according to that in ourselves which attracts 
it. We bring to the surface the most earnest thought, 
the happiest mood, the kindest judgments, or we call out 
envy, bitterness, and uncharitableness by our presence 
and our manner. We may not be consciously trying to 
do either, but something within us calls to the like within 
others. — Exchange. 

Friendship 

The friendship that keeps a ledger and is always bal- 
ancing accounts is not friendship at all. The fear that 
one may give more to his brother than he receives from 
him, that must have every favor returned as though it 
were a loan, every gift, visit, invitation, even expression 
of affection, paid back in kind — that may be a pleasant 
business proposition, but it has no claim to be called 
friendship. — Foreword. 

Stories 

What are you going to do with your grain — grip it, 
like the Egyptian mummy which was discovered with the 
possibilities of a harvest clenched in its poor withered 
palm? Select some spot in the Sunday school or church 
or Association activities, or somewhere in God's world, 
and stay right by it until it blooms. For Christ's sake 
cultivate somewhere. 

A hound started out to trail a stag; he crossed the 
trail of a fox and became side-tracked; a rabbit jumped 
up in front of him and he forgot all about the fox — it 
was the rabbit for him. When the hunter finally got up 



410 CAMP AND OUTING ACTIVITIES 

to the hound he was barking at a hole in the ground — 
he had treed a field mouse. Many a man has started out 
on a royal career and compromised on a rat. — Clipping. 

Skill 

I am impressed with what can be done under a "master 
touch." There was an auction on, and among other 
things, an old, weather-beaten fiddle was put up. "How 
much for the fiddle?" the auctioneer cried. The bidding 
stopped at a few dollars, and it was about to be knocked 
down. Paganini w^alked in, took the instrument, tuned it 
— then, such playing! He made it laugh, and sob, and 
plead until every soul was stirred, and tears were flow- 
ing. The bidding was resumed — recklessly it jumped to 
hundreds — thousands. What changed that dingy-looking 
instrument to a priceless possession? A master's touch. 
Jesus is going to take poor battered humanity and tune 
it and get heavenly harmony out of it. He bid for it 
on the cross, and bought it. — Bull's Notes. 

The Bible 

A white man, traveling through a country where the 
natives had some years before been cannibals, found one 
of them reading a Bible. The traveler, himself an un- 
believer, sneered at the occupation. "That will do you 
no good," he said. "It never did us any; we are giving 
it up." The islander stared at him in surprise. "If it 
does you no good in your own land it is surely of use to 
you here," he said, "for if it had not been for this book 
you would have been cooked and eaten before this." 
There are not a few scoffers at Christianity who forget 



RELIGIOUS ACTIVITIES 4" 

that their personal safety and their liberty of speech are 
the gift of that which they revile. 

An Oriental Sherlock 

A story from the daily press illustrating the automatic 
action of sin. A tourist in Egypt had his purse stolen 
one night. The Sheik guide said, "I will get it for you." 
Mark his shrewd steps — 

He called the camp before him and asked who had the 
money. All denied having it. 

Then he made them go alone and think solemnly for 
an hour. Same result of denial. Only the guilty man 
was getting more restless all the while. 

He then had a mule placed in a tent and ordered each 
man in the company to go in there alone, close the flap 
and pull the mule's tail, telling them the mule would bray 
as the guilty man pulled. One by one they filed in and 
out — no sound from the mule. 

"Now," said the Sheik, "let each man approach and 
put his palms on my cheeks. I will pick the thief." 

They had not proceeded long before the old Sheik 
cried: "Behold the guilty man!" He was right, and the 
convicted man confessed. How did he know? Before 
they went in with the donkey the Sheik had daubed the 
donkey's tail with some aromatic oil. Every honest man 
pulled the tail and his hands were fragrant. The thief 
was afraid to touch the tail — his hands were different. 
Only a trembling hand — or a finger-print — that is enough. 
"Be sure your sin will find you out." — Bull's Notes. 

A Legend 

Around the Mosque of St. Sophia cling many legends 
connected with the old days before its capture. One, 



412 CAMP AND OUTIA'G ACTIVITIES 

recounted even by the Turks themselves, tells of two 
monumental candles, built into the apse of the mosque, 
which are supernaturally lighted on every high Christian 
festival. When they shall have burned down into their 
sockets the Moslem rule will be over, and the worship of 
the Christ will be heard within the old walls once more. 
There seems to be a strange faith in believer and unbe- 
liever alike that the church dedicated to the Christian's 
Lord will eventually return to him. — Foreword. 

Habit 

There is a story of a smith of the Middle Ages, who 
was taken prisoner and confined in a dungeon. Because 
of the knowledge his craft had taught him he carefully 
examined the heavy links that bound him, expecting 
somewhere to find a flaw that would show a weak place 
which could soon be made to yield. But presently he 
dropped his hands hopelessly. Certain marks told him 
that the chain was of his own making, and it had always 
been his boast that one of his workmanship could not be 
broken. There are truly no chains so hard to break as 
those of our own forging, but they are not hopeless. The 
worst possible habits will yield to human resolution and 
strength from above. — Foreword. 

Our Best Defense 

The best protection against covetousness is content- 
ment. Somewhere I read a fable. The dove complained 
to its maker that it had not been fairly dealt with. "Why 
have I not the gorgeous plumage of the peacock?" The 
maker said, *T will grant your desire on one condition." 
"Name your proposition," eagerly said the dove. "It is 
that you part with your gentleness and lovable qualities 



RELIGIOUS ACTIVITIES 413 

which for so long have been the admiration of the world." 
The dove debated the matter — then declined. "No," he 
said, "I would not part with the gentle graces for all 
the rainbow plumage of the peacock." 

Then why complain? This is divine philosophy in 
fable. Fill your heart so full of gratitude for the things 
you have that you will not covet the things you have not, 
but be content. — Bull's Notes. 

Weakness 

To be weak is to be miserable, and not infrequently it 
is to be wicked also, as far as results are concerned. 
All over the world, in legislative councils and misman- 
aged homes, weakness is working ruin to countless pre- 
cious interests, and bringing about more sorrow and trou- 
ble than all the plottings of the resolutely evil. What is 
the use of seeing the right if one has not the courage to 
stand for it? What is the good of bemoaning the wrong, 
if one makes no efforts to stop it? There are times when 
weakness is a crime. It was the purpose of wickedness 
that brought Christ before the Roman judgment seat, but 
it was weakness, washing its hands and proclaiming Him 
innocent, that sent Him to the cross. And the names of 
the Sanhedrin are forgotten, but that of Pilate is branded 
forever. — Exchange. 

The Frankenstein 

The old story of the Frankenstein — a creature con- 
structed by a medical student from bones in the dissecting 
room, and brought to life by electricity, which finally 
became the master and tyrant of its creator — is the story 
of many a carefully built up industry. Good and useful 
in its beginning, the business has become bigger than the 



414 CAMP AND OUTIXG ACTIVITIES 

man and dominates him completely. Whoever is wearing 
out unnecessarily is surely allowing himself to rust out 
also. He has lost the sense of proportion. — Clipping. 

The Tank 

Matt. 15:1-28. We are fairly told the necessity of 
keeping the heart clean, for it is a great reservoir, from 
v^hich pipe lines run into homes and offices, and every- 
where we go. When the stream that runs from my house 
goes out into the world I do not want the people to have 
to boil and filter the water before it is fit to use. The 
supply from some lives is full of germs. Turn on the 
tongue faucet from some tanks and the stream of talk is 
full of smallpox germs. The heart is pitted. Turn on 
the feet plug and the stream will head for a saloon. 
The heart has scarlet fever germs. If you don't believe 
it, look at the fellow's nose. No man who tanks up can 
keep a clean tank. Turn on the faucet of the fingers, 
and they begin to itch for the cards or the dice — the 
heart has the gambler's itch. The issues of life coming 
straight from the heart cannot be cured by polishing up 
the plug. Go back to the reservoir and ask Christ to 
cleanse it — now turn on all the streams of influence and 
they will be pure and refreshing. "Create in me a clean 
heart, O God !"— Bull's Notes. 

Bible Oratorical Contest 

A good way to help promote the study of the Bible and 
get the boys interested in its contents, is to arrange for 
a contest in which four or five contestants recite, or give 
as readings, selections from the Bible. If well done, it 
will prove most entertaining and many of the boys will 
be surprised that the Bible is such an interesting book. 



RELIGIOUS ACTIVITIES 



415 




A Character Monument 



Building a Monument 

Camp Hall used a series of discussions * on such quali- 
ties as Obedience, Control, Honesty, Work, Cheerfulness, 
Love, Courage, Honor, Purity, Truthfulness, Decision, 

♦"Qualities that Win," by H. W. Gibson, State Boys' Work Secretary, Mass. 
&nd R. I, 



4i6 CAMP AND OUTING ACTIVITIES 

etc., taking each as the topic for an entire day. The 
consideration of these qualities as necessary in the build- 
ing of Christian manhood suggested the idea of building 
a monument as an object lesson in character building. 
The monument was built of stones and cement. Upon 
each stone was painted an essential quality and also a 
Bible text. The following program was used: 

Doxology. 

Introduction. 

Address. 

Placing of symbols and records. 

Prayer. 

Singing of "America." 

Benediction. 
This same idea was carried out at Camp Belknap by 
getting the boys to build a Rock Pulpit. 

Bible Stories 

"The Bible Hero Classics" may be used to advantage in 
camp. There are twenty books in the series as follows : 

Abraham David, the Shepherd Boy. 

Jacob David, the King 

Joseph Solomon 

Moses Jesus, Matthew's Portrait 

Joshua ' Jesus, Mark's Portrait 

Samuel Jesus, Luke's Portrait 

Elijah-Elisha Jesus, John's Portrait 

Samson-Gideon The Two Johns 

Ruth-Esther Peter 

Daniel Paul 



INDEX OF GAMES AND STUNTS 



PAGE 

Aeroplane Ride 189 

All Run 33 

Ambushing 75 

Animal Blind Man's Buff. . 103 

Aquatic Stunts 149 

Archery 1 89 

Attack on Camp (i) 75 

Attack on Camp (2) 76 

Auction (i) 2 

Auction (2) 3 

Ball-Passing Games and Di- 
versions 35 

Ball Tossing Game 34 

Balloon Blowing 108 

Balloon Volley Ball 107 

Bang the Bear 34 

Barnyard Convention 6 

Barrel Boxing 76 

Baseball Game 133 

Bean Bag Tag 37 

Bean Bake 202 

Bear and His Master 33 

Bear Fight 104 

Belmont Park 104 

Black Baby 39 

Blindfolded Boxing Match. 106 

Boston 106 

Botanical Puzzle 107 

Brick Skittles 37 

Building a Log Cabin 190 

Bull 132 

Bull Fight 40 

Bull in the Ring 106 

417 



PAGE 

Burning a Dummy 5 

Camp Adventures 187 

Camp Circus 198 

Camp Fire Band 4 

Camp Fire Tag 17 

Camp Minstrel Shows 11 

Camp Take-Offs 18 

Can-Can 41 

Cat and Mouse 109 

Catch the Fox 78 

Celebrities 108 

Centipede Race 43 

Chain Tug-of-War 46 

Chewing Gum Contest. ... 108 

Chinese Wall 42 

Clown Stunts 200 

Club Snatch 43 

Club the Monkey 120 

Cock Fighting (i) 108 

Cock Fighting (2) 109 

College Night 202 

Compass Game 78 

Coon Hunt 189 

Corner Ball 45 

Com Roasts 27 

Cowboys, or Cattle Rus- 
tling 77 

Cross Country Runs 90 

Day and Night 46 

Deeds of Bravery 7 

Deer- Hunting 78 

Deer Stalking 82 

Den of Wild Beasts 8i 



4i8 



INDEX 



PAGE 

Digging Up and Burying 

the Camp Ghost 7 

Ditch Tug-of - War 1 09 

Dog Fight no 

Dressing Race 47 

Dutch Pins 38 

Eskimo Race no 

Fagots 47 

FalHng vStars in 

Far and Near 82 

Finding Places 84 

Find the Flag 83 

Find the Whistler 48 

First Aid Spelling Down. . . no 

Fish Net 48 

Five-Straw-Puzzle 136 

Flag Game 84 

Foot Pushing Contest no 

Fortress 48 

Fours 38 

Fox Trail 51 

Front Duty 85 

Frost Fishing 188 

Game of Boy Scout 134 

Game of Goose 53 

Game of Hearts 138 

Game of Hockey 138 

Game of Renegade 94 

Ghost Minstrel 12 

"Goddess lola" 206 

Grab the Hat n i 

Graduation in Pumpkin Cen- 
ter School 8 

Guessing the Spot ,. . . 1 1 1 

Ham - Ham - Chicken - Ham - 
Bacon 55 



PAGE 

Hanging 137 

Hat Ball 54 

Hawk-Eye Test 55 

Hidden Birds 114 

Hidden Flowers 115 

Hidden Object 114 

Hide the Switch 56 

Historical Events for 

Stunts 207 

Hit the Whistler n2 

Hog Tying n2 

Hot Hand or Hot Cockles ..113 
How Many Feet Can You 

Dive? 136 

Hunters 54 

Hunt the Coon 112 

Huntsman 113 

Illuminated Canoe Parade. 154 

Indian Battle 9 

Indian Hunt 86 

Indian Saddlebags 56 

Indoor Meet 116 

Indoor Races 116 

"Jack's Alive!" 9 

Jump the Shot 57 

Kite Contest 209 

Knapsack Race 57 

Knights, or Horseback 
Wrestling 57 

Lame Fox and Chicken. ... 58 

Land Tilting 120 

Last Camp Fire 10 

Last Couple Out 58 

Leap-Frog Race 58 

Leg Wrestle 120 

Life Saving Test 153 



INDEX 



419 



PAGE 

Lion Hunt 88 

Making Fire Without 

Matches 209 

Message to Garcia 86 

Missing Words 23 

Mock Trial 10 

Monkey Tag (i) 59 

Monkey Tag (2) 121 

Moonlight Excursions 82 

Mount Ball 59 

Nail Driving Contest. ... .122 

Not I, Sir 122 

Nut Race 121 

Object Hunting . .^ 89 

Observation (i) . .' 88 

Observation (2) 123 

Observation Race 60 

One Tree Away 88 

Paper Balloons 4 

Paper Race 123 

Pass and Toss Relay (Dou- 
ble Line) 61 

Pass Ball 123 

Pat and Rub 13 

Peanut Hunt 215 

Peg Placing 63 

Pet Show 216 

Pillow Fights 14 

Playing Detective 216 

Poison 63 

Pole Boxing 14 

Prisoner's Base (i) 64 

Prisoner's Base (2) 64 

Protecting the Medicine 

Scalp 90 

Puzzle 140 



PAGE 

Question Match 24 

Quoits 207 

Rabbit Hunt (i and 2) . . . . 92 

Rat Hunt 124 

Relay Race for Mail 216 

Roadside Whist 91 

Robbers and Soldiers 93 

Rolling Target 67 

Rounders 66 

Running the Gauntlet 217 

Scouts' War Dance 20 

Sculptor 127 

Seeing and Remembering. . 126 

Sense Testing Night 217 

Shadowgraphs 217 

Shadowing 96 

Sham Battles 95 

Shoe the Horse 128 

Shoot Out 68 

Shooting 69 

Shoot the Chutes 145 

Shot Put 142 

Shuffleboard 218 

Skin the Snake 125 

Skunk 124 

Special Tent Supper 30 

Spelling 96 

Spider 125 

Spider and Fly 96 

Sportsman 127 

Spot Your Staves 97 

Spud 69 

Staff Run 70 

Stalking 94 

Story Telling Contest 17 

Struggle 127 

Stunts for the Timid 218 

Suggested Games 131 



420 



INDEX 



PAGE 

Sunday Baseball Game 380 

Sunday Debating Club 383 

Surgical Operation 16 

Swatting Flies 125 

Sweet Potato Bake 30 

Sword Duel 126 

Target Shooting 219 

Testing the Sense of Smell. . 129 

Three Deep 70 

Three Matches 139 

Tom Directions 98 

Trail of the Slippery Rail. . 148 

Traitor 98 

Treasure Hunt (i) 220 

Treasure Hunt (2) 221 

Treasure Hunt for Eats. . . 31 

Tree House 223 

Tugs of War 128 

Twisted Fish 129 



PAGE 

United States Mail 130 

Use of Barrels 146 

Use of Tubs 146 

War Game (i) 99 

War Game (2) loi 

Watch Your Step 131 

Water Baseball 149 

Water Basket Ball 149 

Whale 147 

Wheelbarrow Race 71 

Whip Tag 71 

Whistling Contest 130 

Wolf and Sheep 98 

Woods Dinner 204 

Wool Collecting 99 

Wrist Pushing 131 

Yale Lock Tag 71 



H- 2 88 



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